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(Times are in PST timezone)
October 19, 2026
OPENING WORDS
09:00 - 09:10
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News update
09:10 - 09:40
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Forethought, not afterthought: Building an accessible reef-builder
09:50 - 10:20
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BREAK
10:20 - 10:50
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Good Accessibility Is Free. Bad Accessibility Is Expensive
10:50 - 11:20
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Fireside – accessibility in VR
11:30 - 12:15
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BREAK
12:15 - 13:15
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All About the Disabled Content Creators Collective
13:15 - 13:30
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How to (and not to) design for colourblindness
13:40 - 13:55
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Every Player Gets a Controller: Shipping Adaptive Input at AAA Scale
14:05 - 14:20
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Tiny Decisions
14:30 - 14:45
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BREAK
14:45 - 15:15
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Video Games Are Like Buses: Accessibility As A Gamer Without Sight in 2026
15:15 - 15:45
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Beyond the Controller: What Adaptive Input Means for Game Design
15:55 - 16:25
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CLOSING WORDS
16:25 - 16:30
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October 20, 2026
OPENING WORDS
09:00 - 09:10
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Representation of Disability in Find Your Words
09:10 - 09:40
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Fun for ALL: Creating Mental Health Safe Spaces in Gaming
09:50 - 10:20
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BREAK
10:20 - 10:50
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Beyond the Dot: New Ways to Reduce Motion Sickness in Call of Duty
10:50 - 11:20
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Assistive Technology for Gaming: Current Situation, Pain Points & Future Directions
11:30 - 12:15
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BREAK
12:15 - 13:15
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We Need to Talk About ‘Screen Readers’ in Games
13:15 - 13:30
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From Photomode to a New Accessibility Standard?
13:40 - 13:55
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Supporting Disability Representation in Social Virtual Reality
14:05 - 14:20
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The Secret Life of Bugs
14:30 - 14:45
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BREAK
14:45 - 15:15
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Is Speedrunning Accessible? Rethinking how we Celebrate Ability in Gaming
15:15 - 15:45
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From Seed to Table: Baking Blind-Accessibility Together
15:55 - 16:25
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CLOSING WORDS
16:25 - 16:30
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