Making menus accessible isn't enough, but it is a start. My only
concern is that this is EA and not a more reputable company. I figure
that EA will charge extra for accessibility features. Have a look at
the lootbox controversy-if you haven't already heard of it by now.

On 12/26/17, Lenron <[email protected]> wrote:
> What EA is doing is pretty awesome. Once we get away to read the game
> menus accessibly. I think we will be just about there. I know there is
> a long way to go though, because most other main stream Game
> Developers really don't focus on accessibility. I mean there are some
> games I have and will just play with out the accessibility and do ok
> but it doesn't solved the problem of readable menus. I would love to
> be able to enjoy titles like Skyrim, fall out 4 and a few others.
>
> On 12/19/17, john <[email protected]> wrote:
>> I don't particularly care if you take me seriously, only that you do your
>> homework before spouting.
>> Take a look through a few tech news sites if you'd prefer to read
>> articles
>> on the subject.
>>
>>
>> --------------------------------------------------
>> From: "Justin Jones" <[email protected]>
>> Sent: Tuesday, December 19, 2017 7:30
>> To: <[email protected]>
>> Subject: Re: [blind-gamers] developing accessible games
>>
>> Yeah, a more powerful version of BGT would be very nice. I would love
>> to see things like 3D sounds and database support. It's early, so
>> those are the two things that I can think of off the top of my head.
>>
>> I wouldn't trust anything the FCC is putting out right now, given what
>> they are trying to do to the Internet. Incidentally, it made my day
>> when I found out that Ajit Pai was doxxed.
>>
>> If you want me to take you seriously on the subject of politics John,
>> then don't provide links to an agency that is under the control of one
>> of the most corrupt presidential administrations in U.S. history.
>>
>> On 12/19/17, john <[email protected]> wrote:
>>> Here's a start for the political aspect.
>>> I'm fully aware this is a waver notice. Its expired. Hunt down more info
>>> if
>>>
>>> you really want to have an informed discussion, rather than making
>>> blatantly
>>>
>>> untrue statements that are easily refuted by two minutes work.
>>> https://www.fcc.gov/document/fcc-extends-acs-waiver-video-game-software
>>>
>>>
>>> --------------------------------------------------
>>> From: "Justin Jones" <[email protected]>
>>> Sent: Monday, December 18, 2017 18:42
>>> To: <[email protected]>
>>> Subject: Re: [blind-gamers] developing accessible games
>>>
>>> Okay, it's a start. I'll concede that much; but we have a long way to
>>> go and most of my points still stand.
>>>
>>> On the political front, i.e. enforcing/creating legislation for
>>> accessibility-and not only games-we are completely screwed here in the
>>> United States-unless we can elect a Democrat-controlled Congress.
>>> That, however, is another topic for another time.
>>>
>>> P.S. Do not confuse a realistic appraisal of a situation with
>>> bitterness; you only undermine your own credibility.
>>>
>>> On 12/18/17, Joshua Tubbs <[email protected]> wrote:
>>>> Well, hold on a minute. Not fully accessible. No talking menus yet.
>>>> Making
>>>> plays and the actual gameplay, with vision assists on, is pretty
>>>> accessible.
>>>> It’s also not fully accessible because there needs to be more things
>>>> implemented for the passing game. The workaround that Karen, Ea Sport’s
>>>> accessibility lead, came up with isn’t deficient enough, though it is
>>>> for
>>>> pretty much everyone else but me lol.
>>>>
>>>> HTH.
>>>>
>>>>
>>>>
>>>>> On Dec 18, 2017, at 5:45 PM, Josh Kennedy <[email protected]>
>>>>> wrote:
>>>>>
>>>>> EA games has an accessibility department now. Madden nfl is fully
>>>>> accessible on xBox within the past 3 or so months.
>>>>>
>>>>>
>>>>> Sent from Mail <https://go.microsoft.com/fwlink/?LinkId=550986> for
>>>>> Windows 10
>>>>>
>>>>> From: Justin Jones <mailto:[email protected]>
>>>>> Sent: Monday, December 18, 2017 16:37
>>>>> To: [email protected] <mailto:[email protected]>
>>>>> Subject: Re: [blind-gamers] developing accessible games
>>>>>
>>>>> Warning, wall of text to follow; apologies in advance.
>>>>>
>>>>> Amusing; I have a bridge to sell you guys. Your sentimentality does
>>>>> not line up with the stark economic reality of game
>>>>> development/publishing.
>>>>>
>>>>> Up until recently, I have been playing mainstream games for over
>>>>> thirty years. I lost the rest of my eyesight a couple of years ago and
>>>>> my old habits and preferences for gaming were, for obvious reasons,
>>>>> barred to me. Over the literal decades of gaming I have done, I have
>>>>> never seen one instance of a mainstream publisher/developer take an
>>>>> interest in creating games with substantial accessibility features for
>>>>> the blind. Not. One. Single. Instance. Any accessibility features,
>>>>> i.e. hotkeys and the like, are only incidentally blind-friendly and
>>>>> not put in by actual intent of the game designer to cater to us. I am
>>>>> not blaming them for this, rather I am pointing out the hard facts of
>>>>> life.
>>>>>
>>>>> If we want to play mainstream games, it is up to us to adapt. In no
>>>>> instance, ever, is a developer/publisher going to insert a feature for
>>>>> their Triple A title just to satisfy one or two people's desire for
>>>>> additional accessibility. With games, they are on tight development
>>>>> schedules and only have so much time to devote to a single title
>>>>> before they move on and start working on the next game. Harsh, but
>>>>> this gets back to the ruthless economics of game development.
>>>>>
>>>>> Speaking of the ruthlessness of gaming economics, mainstream
>>>>> publishers are interested in how they can increase their profitability
>>>>> and they are not going to do that by making their games accessible to
>>>>> a very small minority of people. This is a fact; you do not have to
>>>>> like it, but there it is. Electronic Arts, for instance, is more
>>>>> concerned with how they can screw their existing gamer base over with
>>>>> lootboxes and micro-transactions. You would have to show me hard
>>>>> evidence that they have any interest in us as a community. In other
>>>>> words, I am being that guy: links or it didn't happen (and that
>>>>> includes my argument from the previous paragraph).
>>>>>
>>>>> The same goes with any other mainstream publishing company whether it
>>>>> be Activision-Blizzard or Sega; the market share just isn't there to
>>>>> develop for blind gamers. Indi developers, on the other hand, might be
>>>>> an avenue of approach, but they have all they can do just to stay
>>>>> afloat. If it comes down to developing a sure-fire winner of a title
>>>>> for sighted players or taking a chance on developing something for the
>>>>> blind, nine times out of ten, they will do the former and not the
>>>>> latter.
>>>>>
>>>>> Another point I would like to raise is that inclusiveness is just now
>>>>> becoming a thing in the mainstream gaming scene, i.e. recognition of
>>>>> LBGTQ main characters or strong female protagonists that do not fall
>>>>> back on male stereotypes. Yes, it has taken this long and the process
>>>>> is in its infancy. If the mainstream gaming community ever decides to
>>>>> take us seriously as gamers, it is going to be a very long time
>>>>> (decades, if ever).
>>>>>
>>>>> If we, as blind gamers, want the equivalent of good mainstream games,
>>>>> then it is up to us to do it for ourselves-as with everything else
>>>>> that we, as blind people, have had to accomplish over the years.
>>>>> Therefore, what is the point in trying to provide accessibility
>>>>> features to the sighted when they have zero interest in doing so? This
>>>>> isn't about tit-for-tat, rather this is confronting reality and not
>>>>> trying to construct a fantasy world in which the mainstream gaming
>>>>> community take us seriously.
>>>>>
>>>>> Again, if anyone has any links to hard evidence that shows a genuine
>>>>> sea change in mainstream gaming community practices toward blind
>>>>> inclusiveness, then feel free to post them here and I will be happy to
>>>>> give them a look. Also, and more importantly, I will only take
>>>>> attempts at accessibility seriously-from the mainstream gaming
>>>>> developer community-when they start announcing attempts at making
>>>>> games like Elder Scrolls, World of Warcraft, Dawn of War III, Metroid
>>>>> Prime IV, Assassin's Creed or any equivalent titles with blind players
>>>>> in mind.
>>>>>
>>>>> Again, sorry for the wall of text.
>>>>>
>>>>> On 12/18/17, Damien Sykes <[email protected]
>>>>> <mailto:[email protected]>> wrote:
>>>>> > Hi Shaun,
>>>>> > Yeah. Much as I hate to admit it, I was diagnosed with autism
>>>>> > myself,
>>>>> > near
>>>>> > the aspergers end. I say I hate to admit it, but only because people
>>>>> > judge
>>>>> > me harshly for it. I'm not ashamed of it, it's who I am. But I am
>>>>> > ashamed of
>>>>> >
>>>>> > some of my childhood attitudes. Whether that was my autism, or
>>>>> > whether
>>>>> >
>>>>> > I
>>>>> > was
>>>>> >
>>>>> > just full of hatred anger and bitterness, I don't know, and I don't
>>>>> > particularly care to go back there neither. That was a very dark
>>>>> > time
>>>>> > for
>>>>> > me. To be honest, I think I was possibly more angry with life than I
>>>>> > was
>>>>> > with any particular person or group of people. I still struggle with
>>>>> > my
>>>>> > emotions even today, but on a very different level.
>>>>> > Cheers.
>>>>> > Damien.
>>>>> > -----Original Message-----
>>>>> > From: Shaun Everiss
>>>>> > Sent: Monday, December 18, 2017 8:25 PM
>>>>> > To: [email protected] <mailto:[email protected]>
>>>>> > Subject: Re: [blind-gamers] developing accessible games
>>>>> >
>>>>> > I agree damien.
>>>>> >
>>>>> > I was like this from 15-20 years then from 26-30, but I am ok now.
>>>>> >
>>>>> > A lot of things did not pan out and I have accepted though I am
>>>>> > still
>>>>> > bitter about some of those things.
>>>>> >
>>>>> > I however can't do anything about them.
>>>>> >
>>>>> >
>>>>> >
>>>>> >
>>>>> > On 19/12/2017 9:18 a.m., Damien Sykes wrote:
>>>>> >> Hi Justin,
>>>>> >> Your below message represents almost the exact bitter and
>>>>> >> prejudiced
>>>>> >> thoughts of a 14-year-old me. Sighted people probably have a good
>>>>> >> thousand
>>>>> >>
>>>>> >> games to every one of ours. So why should we give a damn? But no.
>>>>> >> We
>>>>> >> need
>>>>> >>
>>>>> >> to try and include everyone, otherwise we are not only stooping to
>>>>> >> that
>>>>> >> level, if indeed they are doing it maliciously, which most don't
>>>>> >> seem
>>>>> >> to
>>>>> >> be. But we are also cutting off our nose to spite our face. Make a
>>>>> >> well
>>>>> >> known game, make it for the blind only, have a family game night,
>>>>> >> fire
>>>>> >> it
>>>>> >>
>>>>> >> up and you'll see what I mean. You're totally isolating yourself
>>>>> >> from
>>>>> >> everyone else and that's not fair on you, or them.
>>>>> >> Recently I've been looking into new languages so that I can start
>>>>> >> messing
>>>>> >>
>>>>> >> around seeing if I can make big grand audio games, but also to see
>>>>> >> if
>>>>> >> I
>>>>> >> can create some online games that I can play with my family. It's
>>>>> >> lonely
>>>>> >> when your family are playing without you, or when you're playing a
>>>>> >> game
>>>>> >> solo that is meant to be multiplayer. If anything has shown me how
>>>>> >> important this kind of stuff is, it's the value of family.
>>>>> >> Cheers.
>>>>> >> Damien.
>>>>> >> -----Original Message----- From: Justin Jones
>>>>> >> Sent: Monday, December 18, 2017 6:34 PM
>>>>> >> To: [email protected] <mailto:[email protected]>
>>>>> >> Subject: Re: [blind-gamers] developing accessible games
>>>>> >>
>>>>> >> I am going to have to respectfully disagree; for an audio game, for
>>>>> >> people with no visual acuity, visual elements are both a waste of
>>>>> >> time
>>>>> >> and resources.
>>>>> >>
>>>>> >> If I were, for example, to try and develop a role-playing game
>>>>> >> along
>>>>> >> the same lines as Baldur's Gate, production time would be increased
>>>>> >> by
>>>>> >> at least a factor of two. A visual interface is very different than
>>>>> >> an
>>>>> >> audio one-especially for role-playing games.
>>>>> >>
>>>>> >> This might sound a little petty (and if it does, I could not care
>>>>> >> less), but the mainstream gaming industry has made it very clear
>>>>> >> that
>>>>> >> accessibility and inclusiveness for blind players is not anything
>>>>> >> like
>>>>> >> a priority. Why should we, as blind gamers/game developers, make
>>>>> >> any
>>>>> >> sort of effort to include that group of gamers? Put differently, if
>>>>> >> a
>>>>> >> sighted person wants to play an audio game, there is nothing
>>>>> >> stopping
>>>>> >> them from doing so, but it is not our problem if they complain over
>>>>> >> the lack of a visual interface/feedback.
>>>>> >>
>>>>> >> This is my chief complaint with A Hero's Call: Out of Sight Games
>>>>> >> is
>>>>> >> attempting to prostitute itself to a community that does not give a
>>>>> >> damn about an indi developer trying to make a game for both blind
>>>>> >> and
>>>>> >> sighted people. Unless Out of Sight Games has a hidden art
>>>>> >> department
>>>>> >> as a part of their team, no sighted person (other than the curious)
>>>>> >> will purchase their game. Why would they? They have Skyrim, Diablo
>>>>> >> III, Path of Exile, Fallout 4, and so on.
>>>>> >>
>>>>> >> On 12/18/17, Liam Erven <[email protected]
>>>>> >> <mailto:[email protected]>> wrote:
>>>>> >>> I disagree. There are times where having visual feedback is
>>>>> >>> important.
>>>>> >>> Especially in a game that you’d want to put in schools.
>>>>> >>> There should never be a reason not to include visual elements.
>>>>> >>> Access
>>>>> >>> for
>>>>> >>> all works both ways.
>>>>> >>>
>>>>> >>>
>>>>> >>> Sent from Mail for Windows 10
>>>>> >>>
>>>>> >>> From: Damien Sykes
>>>>> >>> Sent: Monday, December 18, 2017 11:09 AM
>>>>> >>> To: [email protected] <mailto:[email protected]>
>>>>> >>> Subject: Re: [blind-gamers] developing accessible games
>>>>> >>>
>>>>> >>> Hi,
>>>>> >>> I don’t know why, but I like the fact that there’s no visual
>>>>> >>> element.
>>>>> >>> I
>>>>> >>> know
>>>>> >>> that a UI won’t make or break an audio game, but if there’s no UI
>>>>> >>> then
>>>>> >>> you
>>>>> >>> have no choice but to go fully audio, and it really makes you
>>>>> >>> think
>>>>> >>> about
>>>>> >>> what information needs to be conveyed. Almost like writing your
>>>>> >>> own
>>>>> >>> mini
>>>>> >>> and/or virtual screen reader, I guess. I must say, it was a fun
>>>>> >>> challenge
>>>>> >>> conceptualising and writing the audio form.
>>>>> >>> Cheers.
>>>>> >>> Damien.
>>>>> >>>
>>>>> >>> From: Liam Erven
>>>>> >>> Sent: Monday, December 18, 2017 3:52 PM
>>>>> >>> To: [email protected] <mailto:[email protected]>
>>>>> >>> Subject: Re: [blind-gamers] developing accessible games
>>>>> >>>
>>>>> >>> My biggest issues are lack of cross-platform, lack of
>>>>> >>> environmental
>>>>> >>> effects,
>>>>> >>> and no way to do any sort of visual UI. That’s been an issue in
>>>>> >>> Brain
>>>>> >>> Station unfortunately.
>>>>> >>> This is the problem when you get too comfortable with a scripting
>>>>> >>> language
>>>>> >>> like what was stated earlier. You don’t want to learn anything
>>>>> >>> else.
>>>>> >>>
>>>>> >>>
>>>>> >>>
>>>>> >>> Sent from Mail for Windows 10
>>>>> >>>
>>>>> >>> From: Damien Sykes
>>>>> >>> Sent: Monday, December 18, 2017 9:39 AM
>>>>> >>> To: [email protected] <mailto:[email protected]>
>>>>> >>> Subject: Re: [blind-gamers] developing accessible games
>>>>> >>>
>>>>> >>> Hi Justin,
>>>>> >>> Indeed there are workarounds for these issues, but they are
>>>>> >>> trivial
>>>>> >>> compared
>>>>> >>>
>>>>> >>> to some of the bigger limitations. No 3d. No audio effects
>>>>> >>> (filtering,
>>>>> >>> reverb etc). Not cross-platform. Can't really do anything with
>>>>> >>> binary
>>>>> >>> data
>>>>> >>> unless you do all the calculations and conversions yourself.
>>>>> >>> Tantrums
>>>>> >>> from
>>>>> >>> the garbage collector from time to time, which of course will
>>>>> >>> reduce
>>>>> >>> performance. No real way of totally resetting the state of
>>>>> >>> execution.
>>>>> >>> Of
>>>>> >>> course you can reset all the variables, but the call stack will
>>>>> >>> still
>>>>> >>> show a
>>>>> >>>
>>>>> >>> call to reset...
>>>>> >>> The binary data and reset state aren't big showstoppers for me.
>>>>> >>> Even
>>>>> >>> the
>>>>> >>> cross platform isn't a big deal for me. I only ever use Windows
>>>>> >>> for
>>>>> >>> my
>>>>> >>> main
>>>>> >>>
>>>>> >>> work, only ever use Linux for server admin through SSH and I don't
>>>>> >>> see
>>>>> >>> myself getting a mac or phone anytime soon. But performance is
>>>>> >>> definitely
>>>>> >>> important in any product, and since I'm seeing more and more games
>>>>> >>> make
>>>>> >>> use
>>>>> >>>
>>>>> >>> of 3d audio and environmental effects, if I made another game I'd
>>>>> >>> want
>>>>> >>> to
>>>>> >>>
>>>>> >>> be
>>>>> >>>
>>>>> >>> able to use that.
>>>>> >>> Cheers.
>>>>> >>> Damien.
>>>>> >>> -----Original Message-----
>>>>> >>> From: Justin Jones
>>>>> >>> Sent: Monday, December 18, 2017 3:11 PM
>>>>> >>> To: [email protected] <mailto:[email protected]>
>>>>> >>> Subject: Re: [blind-gamers] developing accessible games
>>>>> >>>
>>>>> >>> One example of this sort of limitation is that BGT will only allow
>>>>> >>> for
>>>>> >>> the reading of string data types from a file and nothing else. For
>>>>> >>> example, if you tell BGT to output a series of numbers into a text
>>>>> >>> file, it does this just fine, but if you try to read those numbers
>>>>> >>> back into a piece of code as integers, i.e. assigning the values
>>>>> >>> to
>>>>> >>> an
>>>>> >>> integer data type, BGT kicks back an error. Of course, there is a
>>>>> >>> work-around for this, but you have to use the string conversion
>>>>> >>> functions to convert a string data type to an integer data type.
>>>>> >>> This
>>>>> >>> is an odd limitation, considering that the other programming
>>>>> >>> languages
>>>>> >>> I've worked with in the past do not have this problem.
>>>>> >>>
>>>>> >>> Another example of a limitation for BGT is data validation. If you
>>>>> >>> were to have the user input a number, there is no built-in
>>>>> >>> functionality for the input box function to perform data
>>>>> >>> validation.
>>>>> >>> Again, there are work-arounds for this, but this ought to have
>>>>> >>> been
>>>>> >>> something that is a part of the input box function.
>>>>> >>>
>>>>> >>> I freely admit that I could be wrong concerning both of these
>>>>> >>> examples.
>>>>> >>>
>>>>> >>> On 12/18/17, Liam Erven <[email protected]
>>>>> >>> <mailto:[email protected]>> wrote:
>>>>> >>>> It’s still a scripting language by definition. It’s good for
>>>>> >>>> games,
>>>>> >>>> but
>>>>> >>>> not
>>>>> >>>> much else. Also has several limitations which could be
>>>>> >>>> problematic.
>>>>> >>>>
>>>>> >>>>
>>>>> >>>>
>>>>> >>>> Sent from Mail for Windows 10
>>>>> >>>>
>>>>> >>>> From: Josh Kennedy
>>>>> >>>> Sent: Monday, December 18, 2017 6:36 AM
>>>>> >>>> To: [email protected] <mailto:[email protected]>
>>>>> >>>> Subject: Re: [blind-gamers] developing accessible games
>>>>> >>>>
>>>>> >>>> Sam tupy’s elaborate survive the wild game was written entirely
>>>>> >>>> in
>>>>> >>>> bgt.
>>>>> >>>>
>>>>> >>>>
>>>>> >>>> Sent from Mail for Windows 10
>>>>> >>>>
>>>>> >>>> From: Justin Jones
>>>>> >>>> Sent: Monday, December 18, 2017 07:31
>>>>> >>>> To: [email protected] <mailto:[email protected]>
>>>>> >>>> Subject: Re: [blind-gamers] developing accessible games
>>>>> >>>>
>>>>> >>>> So long as you understand that BGT isn't a real programming
>>>>> >>>> language,
>>>>> >>>> as it falls under scripting.
>>>>> >>>>
>>>>> >>>> It's not a bad start though, as it can do plenty of cool things
>>>>> >>>> and
>>>>> >>>> also serves as an intro to game programming, but it is only an
>>>>> >>>> intro.
>>>>> >>>>
>>>>> >>>>
>>>>> >>>>
>>>>> >>>> On 12/17/17, Josh Kennedy <[email protected]
>>>>> >>>> <mailto:[email protected]>> wrote:
>>>>> >>>>> Try the free bgt toolkit. Free blind game makers toolkit. Just
>>>>> >>>>> google
>>>>> >>>>> search
>>>>> >>>>> bgt blind game makers toolkit.
>>>>> >>>>>
>>>>> >>>>>
>>>>> >>>>> Sent from Mail for Windows 10
>>>>> >>>>>
>>>>> >>>>> From: Marvin Hunkin via Groups.Io
>>>>> >>>>> Sent: Sunday, December 17, 2017 20:23
>>>>> >>>>> To: [email protected] <mailto:[email protected]>
>>>>> >>>>> Subject: [blind-gamers] developing accessible games
>>>>> >>>>>
>>>>> >>>>> Hi. maybe this is too technical. But do you know of any blind
>>>>> >>>>> developers
>>>>> >>>>> developing an accessible game framework and also an accessible
>>>>> >>>>> diagramming
>>>>> >>>>> software. If so, let me know. And also what’s the steps to
>>>>> >>>>> develop
>>>>> >>>>> an
>>>>> >>>>> accessible game say for windows.
>>>>> >>>>> Thanks.
>>>>> >>>>> Ps: also for like mobile, ios, android, x box, etc. thanks.
>>>>> >>>>> Ps: thinking of doing a diploma of interactive gaming from my
>>>>> >>>>> school,and
>>>>> >>>>> they have like a few subjects, 3d interactive gaming and
>>>>> >>>>> designing
>>>>> >>>>> 3d
>>>>> >>>>> graphics, etc. any one done these type of courses. Thanks.
>>>>> >>>>>
>>>>> >>>>>
>>>>> >>>> Virus-free. www.avast.com <http://www.avast.com/>
>>>>> >>>>
>>>>> >>>>
>>>>> >>>>>
>>>>> >>>>>
>>>>> >>>>
>>>>> >>>>
>>>>> >>>> --
>>>>> >>>> Justin M. Jones, M.A.
>>>>> >>>> [email protected] <mailto:[email protected]>
>>>>> >>>> (254) 624-9155
>>>>> >>>> 701 Ewing St. #509-C, Ft. Wayne IN, 46802
>>>>> >>>>
>>>>> >>>>
>>>>> >>>>
>>>>> >>>>
>>>>> >>>>
>>>>> >>>>
>>>>> >>>
>>>>> >>>
>>>>> >>> --
>>>>> >>> Justin M. Jones, M.A.
>>>>> >>> [email protected] <mailto:[email protected]>
>>>>> >>> (254) 624-9155
>>>>> >>> 701 Ewing St. #509-C, Ft. Wayne IN, 46802
>>>>> >>>
>>>>> >>>
>>>>> >>>
>>>>> >>>
>>>>> >>>
>>>>> >>>
>>>>> >>>
>>>>> >>>
>>>>> >>
>>>>> >>
>>>>> >
>>>>> >
>>>>> >
>>>>> >
>>>>> >
>>>>> >
>>>>> >
>>>>> >
>>>>>
>>>>>
>>>>> --
>>>>> Justin M. Jones, M.A.
>>>>> [email protected] <mailto:[email protected]>
>>>>> (254) 624-9155
>>>>> 701 Ewing St. #509-C, Ft. Wayne IN, 46802
>>>>>
>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>
>>>
>>> --
>>> Justin M. Jones, M.A.
>>> [email protected]
>>> (254) 624-9155
>>> 701 Ewing St. #509-C, Ft. Wayne IN, 46802
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>
>>
>> --
>> Justin M. Jones, M.A.
>> [email protected]
>> (254) 624-9155
>> 701 Ewing St. #509-C, Ft. Wayne IN, 46802
>>
>>
>>
>>
>>
>>
>>
>
>
> --
> Lenron Brown
> Cell: 985-271-2832
> Skype: ron.brown762
>
> 
>
>


-- 
Justin M. Jones, M.A.
[email protected]
(254) 624-9155
701 Ewing St. #509-C, Ft. Wayne IN, 46802

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