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Disability and Video Games

Disability and Video Games PDF Author: Markus Spöhrer
Publisher: Springer Nature
ISBN: 3031343743
Category : Social Science
Languages : en
Pages : 365

Book Description
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.

Disability and Video Games

Disability and Video Games PDF Author: Markus Spöhrer
Publisher: Springer Nature
ISBN: 3031343743
Category : Social Science
Languages : en
Pages : 365

Book Description
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

Gaming Disability PDF Author: Katie Ellis
Publisher: Taylor & Francis
ISBN: 1000830047
Category : Games & Activities
Languages : en
Pages : 246

Book Description
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.

Ability Machines

Ability Machines PDF Author: Sky LaRell Anderson
Publisher: Indiana University Press
ISBN: 025307004X
Category : Computers
Languages : en
Pages : 232

Book Description
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.

Disability and Video Games

Disability and Video Games PDF Author: Markus Spöhrer
Publisher: Palgrave Macmillan
ISBN: 9783031343735
Category : Social Science
Languages : en
Pages : 0

Book Description
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.

Disability Media Studies

Disability Media Studies PDF Author: Elizabeth Ellcessor
Publisher: NYU Press
ISBN: 1479867349
Category : Social Science
Languages : en
Pages : 441

Book Description
Introduces key ideas and offers a sense of the new frontiers and questions in the emerging field of disability media studies Disability Media Studies articulates the formation of a new field of study, based in the rich traditions of media, cultural, and disability studies. Necessarily interdisciplinary and diverse, this collection weaves together work from scholars from a variety of disciplinary homes, into a broader conversation about exploring media artifacts in relation to disability. The book provides a comprehensive overview for anyone interested in the study of disability and media today. Case studies include familiar contemporary examples—such as Iron Man 3, Lady Gaga, and Oscar Pistorius—as well as historical media, independent disability media, reality television, and media technologies. The contributors consider disability representation, the role of media in forming cultural assumptions about ability, the construction of disability via media technologies, and how disabled audiences respond to particular media artifacts. The volume concludes with afterwords from two different perspectives on the field—one by disability scholar Rachel Adams, the other by media scholars Mara Mills and Jonathan Sterne—that reflect upon the collection, the ongoing conversations, and the future of disability media studies. Disability Media Studies is a crucial text for those interested in this flourishing field, and will pave the way for a greater understanding of disability media studies and its critical concepts and conversations.

Video Games Are Good for You!

Video Games Are Good for You! PDF Author: Daniel Montgomery Cole Mauleón
Publisher: Video Game Revolution
ISBN: 154357159X
Category : Juvenile Nonfiction
Languages : en
Pages : 33

Book Description
In the past video games have gotten a bad rep for having a negative effect on players. But many studies have proven the opposite! From improved hand-eye coordination and better eyesight to increased socializing and fitness, discover the many ways video games are good for you.

How Video Games Impact Players

How Video Games Impact Players PDF Author: Ryan Rogers
Publisher: Lexington Books
ISBN: 1498513085
Category : Social Science
Languages : en
Pages : 175

Book Description
How Video Games Impact Players provides a balanced and nuanced look at the complex role that video games play in society through an analysis of the positive and negative effects of game rules, feedback, and self-presentation. Rogers examines the positive aspects of video games like their use in education, encouragement of prosocial behaviors, and enablement of mood management, as well as the negative aspects like their association with violence and diversity issues, promotion of substance use behaviors, and their role as an outlet for harassment behaviors.

Super Sick

Super Sick PDF Author: Allison Alexander
Publisher: Phoenix Quill Press
ISBN: 9781777087845
Category :
Languages : en
Pages : 252

Book Description
Superheroes aren't sick. They certainly don't have chronic pain, sexual dysfunction, or diarrhea. After all, spandex suits and sudden bowel movements don't mix. Do they? With raw sincerity and tongue-in-cheek humour, Alexander holds nothing back while discussing how to navigate doctors, dating, sex, friendships, faith, and embarrassing symptoms. Part memoir, part research, part pop culture analysis, Super Sick offers a friendly hand to anyone with chronic illness, a reminder that they aren't alone and have much to offer the world. With a new foreword, updated information, and bonus materials, this second edition is a must-read for anyone who has-or knows someone who has-a chronic illness.

Representation of Disability in Children’s Video Games

Representation of Disability in Children’s Video Games PDF Author: Krystina Madej
Publisher: Taylor & Francis
ISBN: 1040000428
Category : Social Science
Languages : en
Pages : 124

Book Description
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.

Game World

Game World PDF Author: C.J. Farley
Publisher: Akashic Books
ISBN: 1617752061
Category : Juvenile Fiction
Languages : en
Pages : 290

Book Description
"The Narnia for the Social Media Generation." --The Wall Street Journal "By the time of Farley's Game World, gaming had gone digital, and while his book is more fantasy-adventure than puzzle-mystery, there are parallels worthy of discussion, from the nature of the games to the depictions of disabled." --Booklist, included in "Conversation Starters: Recontextualizing the Classics" "Drawn from both video gaming culture and the rich tapestry of Jamaican myth and folklore, blending pointed social satire and mystical philosophy, this exuberant, original hero's journey is a real trip...Exhilarating, thought-provoking and one of a kind." --Kirkus Reviews "Adult author/Wall Street Journal editor Farley's middle-grade debut draws from Jamaican mythology and beliefs, as well as from other cultures, to weave a fast-paced, whimsical mixture of magic and action...the setting lends itself well to memorable imagery and a fun experience." --Publishers Weekly "Farley blends video gaming and Jamaican folklore in this intense, fast-paced middle-grade fantasy that is sure to quickly grab readers." --Booklist "Here (finally!) is a middle-grade action novel that showcases West Indian mythology and features protagonists of color." --School Library Journal "Game World is unique in that its fantasy world, as its name suggests, is built upon characters and stories from actual Jamaican folklore." --Philadelphia Review of Books One of This Spring's Hottest Teen Books, Huffington Post "I found it very hard to set down this excellent novel and do something else without thinking about it....I highly recommend his book to fans of fantasy. Because you will love it!!" --Middle Shelf (reviewed by Teak, age 13) "Farley writes in a straightforward way that is both accessible to younger readers but still interesting to adults." --Persephone Magazine "In his metaphorical world, Farley spares neither the dubious machinations of high finance nor the heartbreak of an orphan." --Center for Fiction "I highly recommend Game World for kids in 4th-12th grade. Parents can read it too and love the characters and story just as much as the kids." --The Family Coach Dylan Rudee's life is an epic fail. He's bullied at school and the aunt who has raised him since he was orphaned as a child just lost her job and their apartment. Dylan's one chance to help his family is the only thing he's good at: video games. The multibillion-dollar company Mee Corp. has announced a televised tournament to find the Game-Changers: the forty-four kids who are the best in the world at playing Xamaica, a role-playing fantasy game that's sweeping the planet. If Dylan can win the top prize, he just might be able to change his life. It turns out that Dylan is the greatest gamer anyone has ever seen, and his skills unlock a real-life fantasy world inside the game. Now actual monsters are trying to kill him, and he is swept up into an adventure along with his too-tall genius sister Emma, his hacker best friend Eli, and Ines Mee, the privileged daughter of Mee Corp.'s mysterious CEO and chief inventor. Along the way they encounter Nestuh, a giant spider who can spin a story but not a web; Baron Zonip, a hummingbird king who rules a wildly wealthy treetop kingdom; and an enchantress named Nanni who, with her shadow army, may be bent on conquering Xamaica and stealing its magic. In order to save his sister and his friends, Dylan must solve a dangerous mystery in three days and uncover secrets about Xamaica, his family, and himself. But will he discover his hidden powers before two worlds--Xamaica and Earth--are completely destroyed?