Losing Friends to Ableism

Losing Friends to Ableism. Little wooden meeples, one side they are all grouped up, other side is just one, lonely meeple

“I would’ve made sure it was accessible if we were closer friends.” An ex-friend said this after I expressed hurt over his party being held in an inaccessible venue. I wasn’t even mad at him initially since it was a surprise planned by his family; they knew I couldn’t get inside, and ignored guests offering alternate, accessible spaces. When this ex-friend told me of the event, all he said was “sorry you can’t come.” That was it.

I wouldn’t have been too upset if this person offered to visit for a mini celebration with mutual friends. I wouldn’t have been angry if he gave a sincere apology rather than defensiveness and silence. Making accessibility a privilege offered only to closest friends or family is horrifically ableist. This person was someone I hung out with regularly, so I assumed we were good friends. But even if we were acquaintances, what he said was dehumanizing. To make things worse, he spouted that quote above knowing I was going through an emotionally vulnerable time in my life. I’m glad I ended that friendship, especially after realizing he was toxic in other ways.

Read moreLosing Friends to Ableism

LARPing While Disabled: My First Impression

LARPing while Disabled. Two Storm Troopers, one in a wheelchair being pushed by the other

It’s been a few weeks since I attended Dreamation, a tabletop and LARP convention in New Jersey. I’m more of a board gamer, and my only experience with RPGs has been online. I play-tested a LARP about disability at a previous convention, but beyond that, I’ve yet to break into the hobby. My boyfriend Michael is into LARP, so I decided to go out of my comfort zone and play a full game. At the least, I would get blog material; the worst outcome would be me spiraling into anxiety mode and quitting. I ended up playing two LARPs that weekend, taking away a new understanding of myself and the space I inhabit as a disabled woman at a convention.

The hotel hosting the event was ADA compliant, with elevators, smooth flooring, automatic doors, table seating near the bar, and spacious rooms. The folks running Dreamation also had a disability liaison on hand (the amazing Elsa), and attentive staff aware of potential access needs. Because organizers give attention to safety and accessibility, a lot of disabled people attend; not just physically disabled, but mentally and chronically ill gamers were in abundance. So I knew if I had a problem in-or-out of the game, Dreamation’s staff would support me and find a solution. Other conventions should follow this pattern for disabled attendees.

Read moreLARPing While Disabled: My First Impression

Crip The Resistance: Thoughts and Resources for Accessible Protests

Crip The Resistance: Thoughts and Resources on Accessible Protest, black background and white text

What does protest mean for disabled people, and how can we contribute through our lived experience or active engagement? I can’t access in-person marches or similar events, and sometimes I must completely disconnect from current events to stay healthy. It’s hard to find solace when our rights and safety are threatened, so I write when things become too much. That’s how I channel my anxious energy, and it works for me.

There is no right way to protest – one method does not count more than another. Protest is about building each other up in resistance to crisis. It’s about those with privilege filling the gaps while amplifying marginalized voices. “You’re not doing enough” shames those who may be struggling to get through another day, or who don’t have the means to contribute more of their time or energy. We don’t all have to show up and hold signs and tweet to be in a political movement. For those who bear the weight of oppression, our lives and bodies are inherently political, and surviving is a form of protest. Surviving can be enough.

Read moreCrip The Resistance: Thoughts and Resources for Accessible Protests

Will the Nintendo Switch Be Accessible for Disabled Gamers?

I have fond memories of playing Mario Bros, Zelda, and Pokémon on a plethora of Nintendo consoles. The last time I picked up a Nintendo title was when Ocarina of Time came out; since then, the system became increasingly inaccessible, especially with the Wii. I felt like the company focused on getting people to move around, leaving many disabled people to look elsewhere for their entertainment. Motion-sensing games are not feasible for someone who can’t move their arms or hold up a bulky controller. The size of the N64 was cumbersome too, but my disability wasn’t as progressed at that time to render it completely inaccessible. Earlier systems, like the original Nintendo and the SNES, had smaller, lighter controllers with fewer buttons, but console designers moved away from that user experience.

Read moreWill the Nintendo Switch Be Accessible for Disabled Gamers?

Six Board Game Accessibility Fails, and How to Hack Them: Part Two

Board Game Accessibility Fails and How to Hack Them: Part Two, background is a close up of wood tokens and dice

In part one of this series, I covered the inaccessibility of hidden information, dexterity mechanics, and real-time games. Below are three more game mechanics and styles that prohibit me (and other disabled folks) from enjoying board games to their fullest. As always, please share your thoughts in the comments, or send a tweet to @geekygimp!

Component Heavy with picture of trains in ticket to rideComponent Heavy

The Problem: While component-heavy games could be appealing, especially when it comes to miniatures, they present an access barrier. Some games require different tokens to track a plethora of stats, points, and movements; add in multiple card decks and 20 robot miniatures, and you’re inundated with cardboard and plastic. I have trouble extending my arms, and my table space is limited, making it hard to keep all the components separate and organized. For someone with shaky hands, stackable tokens and exact component placement render many component-heavy games difficult or entirely inaccessible.

Read moreSix Board Game Accessibility Fails, and How to Hack Them: Part Two

Six Board Game Accessibility Fails, and How to Hack Them: Part One

Six Board Game Accessibility Fails, and How To Hack Them: Part One

I’ve always needed help playing board games, as I don’t have the range-of-motion, strength, or dexterity to do it on my own. There are actions I can do, like roll dice or pick up a card, and others I can’t, like shuffling or reaching to move pieces across the board. Gaming has always been an act of interdependence, much like all my activities of daily living, and something I’ve adapted to over the years with personal hacks.

House rules and small-scale solutions can work, but what if these adjustments were baked into the game? Thoughtful and inclusive design doesn’t just mean more disabled people can play, but it can improve the quality of the game for everyone.

In this two-part series, I point out six access barriers I’ve encountered in tabletop gaming and offer potential solutions that can work right out of the box. These access issues are from my perspective as a physically disabled individual, and the hacks below may not apply or work for everyone, but I hope my words can be a resource and starting point for designers and players alike.

Read moreSix Board Game Accessibility Fails, and How to Hack Them: Part One

The Geeky Gimp’s Best of 2016

The Geeky Gimp's Best of 2016. Image of Erin overlayed with fireworks.

While 2016 has been a difficult year for many, I want to reflect on my favorite things that helped me get through the hardest days. Our joy and entertainment, our binge-watching Netflix or slipping away for a few hours with a good book, will aid us now and in the coming years. I hope you enjoy my Best of 2016 list – in the comments below, let me know what you think of my choices, and what’s on your best-of list!

Best Video Game: Stardew Valley

Best video game: Stardew Valley by Chucklefish

By far my most-played game this year, clocking in at 129 hours and counting. You leave a dull office job and travel to Stardew Valley, a small, struggling community with a farm you’ve just inherited from your grandfather. By growing, harvesting, and selling crops, as well as caring for livestock, you earn enough money to expand your farm and help rebuild the derelict community center. You can also go fishing and mining to level up your character. The game never punishes you too much, and there are no time limits for the overall goals; this eliminates the boring grind of most farming sims. Despite all the hours put in, I feel like I’ve just scratched the surface. Pick this up if you liked Harvest MoonAvailable on Steam.

Read moreThe Geeky Gimp’s Best of 2016