Disability And Video Games

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Disability and Video Games

Author : Markus Spöhrer,Beate Ochsner
Publisher : Springer Nature
Page : 365 pages
File Size : 47,8 Mb
Release : 2023-12-18
Category : Social Science
ISBN : 9783031343742

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Disability and Video Games by Markus Spöhrer,Beate Ochsner Pdf

This collection intends to fill a long overdue research gap on the praxeological aspects of the relationships between disabilities, accessibility, and digital gaming. It will focus on the question of how Game Studies can profit from a Disability Studies perspective of en-/disabling gaming and issues of disability, (in)accessibility and ableism, and vice versa. Instead of departing from the medical model of disability that informs a wide range of publications on “disabled” gaming and that preconceives users as either “able-bodied,” “normal” or as “disabled,” “deficit,” or “unable to play,” our central premise is that dis/ability is not an essential characteristic of the playing subject. We rather intend to analyze the complex infrastructures of playing, i.e., the complex interplay of heterogeneous human and non-human actors, that are en- or disabling.

Gaming Disability

Author : Katie Ellis,Tama Leaver,Mike Kent
Publisher : Taylor & Francis
Page : 246 pages
File Size : 47,7 Mb
Release : 2022-12-30
Category : Games & Activities
ISBN : 9781000830040

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Gaming Disability by Katie Ellis,Tama Leaver,Mike Kent Pdf

This book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community. Drawing on key concerns in disability media studies, the book brings together scholars from disability studies and game studies, alongside game developers, educators, and disability rights activists, to reflect upon the increasing visibility of disabled characters in digital games. Chapters explore the contemporary gaming environment as it relates to disability on platforms such as Twitch, Minecraft, and Tingyou, while also addressing future possibilities and pitfalls for people with disabilities within gaming given the rise of virtual reality applications, and augmented games such as Pokémon Go. The book asks how game developers can attempt to represent diverse abilities, taking games such as BlindSide and Overwatch as examples. A significant collection for scholars and students interested in the critical analysis of digital games, this volume will be of interest across several disciplines including game studies, game design and development, internet, visual, cultural, communication and media studies, as well as disability studies.

Disability and Video Games

Author : Markus Spöhrer,Beate Ochsner
Publisher : Palgrave Macmillan
Page : 0 pages
File Size : 55,5 Mb
Release : 2024-01-27
Category : Social Science
ISBN : 3031343735

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Disability and Video Games by Markus Spöhrer,Beate Ochsner Pdf

This collection intends to fill a long overdue research gap on the praxeological aspects of the relationships between disabilities, accessibility, and digital gaming. It will focus on the question of how Game Studies can profit from a Disability Studies perspective of en-/disabling gaming and issues of disability, (in)accessibility and ableism, and vice versa. Instead of departing from the medical model of disability that informs a wide range of publications on “disabled” gaming and that preconceives users as either “able-bodied,” “normal” or as “disabled,” “deficit,” or “unable to play,” our central premise is that dis/ability is not an essential characteristic of the playing subject. We rather intend to analyze the complex infrastructures of playing, i.e., the complex interplay of heterogeneous human and non-human actors, that are en- or disabling.

Ability Machines

Author : Sky LaRell Anderson
Publisher : Indiana University Press
Page : 232 pages
File Size : 55,7 Mb
Release : 2024-07-02
Category : Computers
ISBN : 9780253070043

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Ability Machines by Sky LaRell Anderson Pdf

Video games are both physically and cognitively demanding--so what does that mean for those with a disability or mental illness? Though they may seem at odds, Ability Machines illuminates just how vital video games are to understanding our bodies and abilities. In Ability Machines, Sky LaRell Anderson shows us how video games can help us imagine what our abilities mean and how they engage us physically, behaviorally, and cognitively to envision our agency beyond limitations. On the surface, this can mean games provide power fantasies; more profoundly, games can fundamentally reshape cultural and personal understandings of mental health, illness, disability, and accessibility. Video games are indeed ability machines that produce a reimagined state of agency. Featuring a comparative analysis of key video game titles, including Metal Gear Solid V, Wolfenstein II, Celeste, Devil May Cry 5, Hellblade: Senua's Sacrifice, Hades, Nier: Automata, and more, Ability Machines tackles larger questions of ability and how our bodies relate to interactive media.

Representation of Disability in Children's Video Games

Author : Krystina Madej
Publisher : Unknown
Page : 0 pages
File Size : 43,8 Mb
Release : 2024
Category : Child development
ISBN : 1032553898

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Representation of Disability in Children's Video Games by Krystina Madej Pdf

"Representation of Disability in Children's Video Games looks at how children's engagement with characters and stories in video games helps create the perception of disability they have as teens and adults. Drawing on child development theory supported by neuroscience, the book shows how the scaffold of information, the schema, adults have of disability is first created at a very young age as they interact through game play with characters with disabilities. Positing that early video game play experiences should provide exposure to narrative schemas that add understanding and help create meaning about the disability represented, the book presents how such representation in children's video games maps against cognitive development, and the psychomotor and cognitive needs and abilities of children ages 3 to 12. Close reading of over 40 PEGI 3 and PEGI 7 (ESRB E, 10+) games and analysis of games as diverse as Backyard Baseball and Sly Cooper helped define broad categories of representation: representation can be cosmetic, providing exposure but not gameplay utility; it can be incidental, used as a device that provides purpose for the narrative; or it can more authentically represent the disability as integral to the character and their life. The book provides readers with an overview of contemporary games that betters their understanding of how children's games present disability and how children create their perceptions through interaction with characters and stories. This book will be of interest to academics and students of game studies, in particular topics such as behavioural science, ethics, and HCI, as well as sociology, communications, and digital media"--

Representation of Disability in Children’s Video Games

Author : Krystina Madej
Publisher : Taylor & Francis
Page : 124 pages
File Size : 45,8 Mb
Release : 2024-01-10
Category : Social Science
ISBN : 9781040000427

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Representation of Disability in Children’s Video Games by Krystina Madej Pdf

Representation of Disability in Children’s Video Games looks at how children’s engagement with characters and stories in video games helps create the perception of disability they have as teens and adults. Drawing on child development theory supported by neuroscience, the book shows how the scaffold of information, the schema, adults have of disability is first created at a very young age as they interact through game play with characters with disabilities. Positing that early video game play experiences should provide exposure to narrative schemas that add understanding and help create meaning about the disability represented, the book presents how such representation in children’s video games maps against cognitive development, and the psychomotor and cognitive needs and abilities of children ages 3 to 12. Close reading of over 40 PEGI 3 and PEGI 7 (ESRB E, 10+) games and analysis of games as diverse as Backyard Baseball and Sly Cooper helped define broad categories of representation: representation can be cosmetic, providing exposure but not gameplay utility; it can be incidental, used as a device that provides purpose for the narrative; or it can more authentically represent the disability as integral to the character and their life. The book provides readers with an overview of contemporary games that betters their understanding of how children’s games present disability and how children create their perceptions through interaction with characters and stories. This book will be of interest to academics and students of game studies, in particular topics such as behavioural science, ethics, and HCI, as well as sociology, communications, and digital media.

Universal Design in Video Games

Author : Adam Palmquist
Publisher : Springer Nature
Page : 310 pages
File Size : 46,5 Mb
Release : 2024-06-18
Category : Electronic
ISBN : 9783031305955

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Universal Design in Video Games by Adam Palmquist Pdf

The Routledge Companion to Video Game Studies

Author : Mark J.P. Wolf,Bernard Perron
Publisher : Taylor & Francis
Page : 832 pages
File Size : 50,7 Mb
Release : 2023-06-19
Category : Games & Activities
ISBN : 9781000886023

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The Routledge Companion to Video Game Studies by Mark J.P. Wolf,Bernard Perron Pdf

A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.

Women in Historical and Archaeological Video Games

Author : Jane Draycott
Publisher : Walter de Gruyter GmbH & Co KG
Page : 376 pages
File Size : 50,9 Mb
Release : 2022-05-23
Category : History
ISBN : 9783110724257

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Women in Historical and Archaeological Video Games by Jane Draycott Pdf

This volume focuses on the depiction of women in video games set in historical periods or archaeological contexts, explores the tension between historical and archaeological accuracy and authenticity, examines portrayals of women in historical periods or archaeological contexts, portrayals of female historians and archaeologists, and portrayals of women in fantastical historical and archaeological contexts. It includes both triple A and independent video games, incorporating genres such as turn-based strategy, action-adventure, survival horror, and a variety of different types of role-playing games. Its chronological and geographical scope ranges from late third century BCE China, to mid first century BCE Egypt, to Pictish and Viking Europe, to Medieval Germany, to twentieth century Taiwan, and into the contemporary world, but it also ventures beyond our universe and into the fantasy realm of Hyrule and the science fiction solar system of the Nebula.

Women and Video Game Modding

Author : Bridget Whelan,Matthew Wilhelm Kapell
Publisher : McFarland
Page : 217 pages
File Size : 47,8 Mb
Release : 2020-01-24
Category : Games & Activities
ISBN : 9781476667430

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Women and Video Game Modding by Bridget Whelan,Matthew Wilhelm Kapell Pdf

The world of video games has long revolved around a subset of its player base: straight, white males aged 18-25. Highly gendered marketing in the late 1990s and early 2000s widened the gap between this perceived base and the actual diverse group who buy video games. Despite reports from the Entertainment Software Association that nearly half of gamers identify as female, many developers continue to produce content reflecting this imaginary audience. Many female gamers are in turn modifying the games. "Modders" alter the appearance of characters, rewrite scenes and epilogues, enhance or add love scenes and create fairy tale happy endings. This is a collection of new essays on the phenomenon of women and modding, focusing on such titles as Skyrim, Dragon Age, Mass Effect and The Sims. Topics include the relationship between modders and developers, the history of modding, and the relationship between modding and disability, race, sexuality and gender identity.

Encyclopedia of Computer Graphics and Games

Author : Newton Lee
Publisher : Springer Nature
Page : 2150 pages
File Size : 43,5 Mb
Release : 2024-01-19
Category : Computers
ISBN : 9783031231612

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Encyclopedia of Computer Graphics and Games by Newton Lee Pdf

Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA

The Palgrave Handbook of Disability and Communication

Author : Michael S. Jeffress,Joy M. Cypher,Jim Ferris,Julie-Ann Scott-Pollock
Publisher : Springer Nature
Page : 552 pages
File Size : 44,9 Mb
Release : 2023-03-29
Category : Social Science
ISBN : 9783031144479

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The Palgrave Handbook of Disability and Communication by Michael S. Jeffress,Joy M. Cypher,Jim Ferris,Julie-Ann Scott-Pollock Pdf

The Palgrave Handbook of Disability and Communication covers a broad spectrum of topics related to how we perceive and understand disability and the language, constructs, constraints and communication behavior that shape disability discourse within society. The essays and original research presented in this volume address important matters of disability identity and intersectionality, broader cultural narratives and representation, institutional constructs and constraints, and points related to disability justice, advocacy, and public policy. In doing so, this book brings together a diverse group of over 40 international scholars to address timely problems and to promote disability justice by interrogating the way people communicate not only to people with disabilities, but also how we communicate about disability, and how people express themselves through their disabled identity.

No More Haunted Dolls: Horror Fiction that Transcends the Tropes

Author : Cassandra O'Sullivan Sachar
Publisher : Vernon Press
Page : 237 pages
File Size : 54,5 Mb
Release : 2024-09-03
Category : Social Science
ISBN : 9798881900342

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No More Haunted Dolls: Horror Fiction that Transcends the Tropes by Cassandra O'Sullivan Sachar Pdf

'No More Haunted Dolls: Horror Fiction that Transcends the Tropes' is a multi-author work united by the common theme of critical analysis of the use of horror tropes in literature, film, and even video games. Tackling issues dealing with gender, race, sexuality, social class, religion, politics, disability, and more in horror, the authors are horror scholars hailing from varied backgrounds and areas of specialty. This book may be used as a resource for classes that study horror or simply as entertainment for horror fans; readers will consider diverse perspectives on the tropes themselves as well as their representation in specific works.

Disability, Human Rights, and Information Technology

Author : Jonathan Lazar,Michael Ashley Stein
Publisher : University of Pennsylvania Press
Page : 358 pages
File Size : 53,5 Mb
Release : 2017-05-12
Category : Law
ISBN : 9780812294095

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Disability, Human Rights, and Information Technology by Jonathan Lazar,Michael Ashley Stein Pdf

Disability, Human Rights, and Information Technology addresses the global issue of equal access to information and communications technology (ICT) by persons with disabilities. The right to access the same digital content at the same time and at the same cost as people without disabilities is implicit in several human rights instruments and is featured prominently in Articles 9 and 21 of the Convention on the Rights of Persons with Disabilities. The right to access ICT, moreover, invokes complementary civil and human rights issues: freedom of expression; freedom to information; political participation; civic engagement; inclusive education; the right to access the highest level of scientific and technological information; and participation in social and cultural opportunities. Despite the ready availability and minimal cost of technology to enable people with disabilities to access ICT on an equal footing as consumers without disabilities, prevailing practice around the globe continues to result in their exclusion. Questions and complexities may also arise where technologies advance ahead of existing laws and policies, where legal norms are established but not yet implemented, or where legal rights are defined but clear technical implementations are not yet established. At the intersection of human-computer interaction, disability rights, civil rights, human rights, international development, and public policy, the volume's contributors examine crucial yet underexplored areas, including technology access for people with cognitive impairments, public financing of information technology, accessibility and e-learning, and human rights and social inclusion. Contributors: John Bertot, Peter Blanck, Judy Brewer, Joyram Chakraborty, Tim Elder, Jim Fruchterman, G. Anthony Giannoumis, Paul Jaeger, Sanjay Jain, Deborah Kaplan, Raja Kushalnagar, Jonathan Lazar, Fredric I. Lederer, Janet E. Lord, Ravi Malhotra, Jorge Manhique, Mirriam Nthenge, Joyojeet Pal, Megan A. Rusciano, David Sloan, Michael Ashley Stein, Brian Wentz, Marco Winckler, Mary J. Ziegler.