Gaming disability: disability perspectives on contemporary video games
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 schol...
Gespeichert in:
Hauptverfasser: | , , |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
London ; New York
Routledge
2023
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Schriftenreihe: | Routledge research in disability and media studies
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Zusammenfassung: | 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 |
Beschreibung: | xvii, 256 Seiten |
ISBN: | 9781032372853 9780367357146 |
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Datensatz im Suchindex
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adam_text | Contents List of Contributors Acknowledgements X xvi 1 Introduction: Gaming (and) Disability 1 KATIE ELLIS, TAMA LEAVER, AND MIKE KENT PARTI Representation 17 2 A History of Disability in Video Game Character Design 19 JENNIFER DALSEN 3 Dis/abling Androids: Gaming, Posthumanism, and Critical Disability Studies 31 MARK A. CASTRODALE 4 Outliers as Heroes: Disability, Representation, and Inclusion in Blizzard’s Overtvatch 41 KAI-TI KAO AND DENISE WOODS 5 The Dis/ability of the Avatar: Vulnerability versus the Autonomous Subject 55 SIMON LEDDER 6 Crashing through Capitalism: Happy Wheels, Debilitation, and Disability Representation LEANNE McRAE 69
viii Contents 7 A Missile to the Face: Scarred Characters in Mass Effect 2 81 GABRIELE ARONI 8 Representations of Ability in Digital Games 92 DIANE CARR PARTI! Digital Access and Design 103 9 A Spectrum of Real: Augmented Reality and Social Scaffolding 105 CRAIG SMITH AND HEATH WILD 10 Towards Inclusive Game Design 117 PATRICIA DA SILVA LEITE AND LEONELO DELL ANHOL ALMEIDA 11 The Ultimate Medium for People with Disabilities? Re-Centring the Human in Virtual Reality Visions of Play, Care, and Empathy 132 MARISA BRANDT, MITCHELL REDDAN, AND MORGAN KIRYAKOZA 12 The Sociological Accessibility of Gaming 144 MICHAEL JAMES HERON 13 A Life-Course Analysis of Third-Age Digital Game Players in China 155 CHEN GUO AND KATIE ELLIS 14 Gaming with Blindness in Audio Virtual Reality: Making BlindSide 168 MIKE KENT, MICHAEL T. ASTOLFI, AND AARON RASMUSSEN PART III Inclusive Communities 181 15 A (Dis-)abling Gaming Model for Playful Inclusion: Playing (Digital) Games with Persons with and without Learning Difficulties and Dis/abilities 183 GERTRAUD KREMSNER, ALEXANDER SCHMOELZ, AND MICHELLE PROYER
Contents 16 Online Games Players in Darkness: A Study of the Blind Gaming Community Tingyou ix 196 HUANWU 17 Pokémon Go and Urban Accessibility 210 KATHRYN LOCKE AND TAMA LEAVER 18 Crip Twitchology: You’re Already One of Us 222 KATIE ELLIS AND LACHLAN HOWELLS 19 Minecraft as an Online Playground: Reframing Play and Games in a Minecraft Community for Autistic Youth 237 KATHRYN E. RINGLAND Index 248
Gaming Disability This book explores the opportunities and challenges people with disabili ties 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 disci plines including game studies, game design and development, internet, visual, cultural, communication and media studies, as well as disability studies. Katie Ellis is a Professor in Internet Studies and Director of the Centre for Culture and Technology at Curtin University, Australia. Her research is located at the intersection of media access and representation and engages with government, industry, and community to ensure actual benefits for real people
with disability. Tama Leaver is a Professor of Internet Studies at Curtin University. He is President of the Association of Internet Researchers (AoIR), a regular media commentator, and a Chief Investigator in the ARC Centre of Excellence for the Digital Child. Mike Kent is Discipline Lead for the Curtin ¡School and Professor at the Centre for Culture and Technology at Curtin University. Mike’s research and writing focus on the overlapping areas of disability, social media, and digital communications.
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adam_txt |
Contents List of Contributors Acknowledgements X xvi 1 Introduction: Gaming (and) Disability 1 KATIE ELLIS, TAMA LEAVER, AND MIKE KENT PARTI Representation 17 2 A History of Disability in Video Game Character Design 19 JENNIFER DALSEN 3 Dis/abling Androids: Gaming, Posthumanism, and Critical Disability Studies 31 MARK A. CASTRODALE 4 Outliers as Heroes: Disability, Representation, and Inclusion in Blizzard’s Overtvatch 41 KAI-TI KAO AND DENISE WOODS 5 The Dis/ability of the Avatar: Vulnerability versus the Autonomous Subject 55 SIMON LEDDER 6 Crashing through Capitalism: Happy Wheels, Debilitation, and Disability Representation LEANNE McRAE 69
viii Contents 7 A Missile to the Face: Scarred Characters in Mass Effect 2 81 GABRIELE ARONI 8 Representations of Ability in Digital Games 92 DIANE CARR PARTI! Digital Access and Design 103 9 A Spectrum of Real: Augmented Reality and Social Scaffolding 105 CRAIG SMITH AND HEATH WILD 10 Towards Inclusive Game Design 117 PATRICIA DA SILVA LEITE AND LEONELO DELL ANHOL ALMEIDA 11 The Ultimate Medium for People with Disabilities? Re-Centring the Human in Virtual Reality Visions of Play, Care, and Empathy 132 MARISA BRANDT, MITCHELL REDDAN, AND MORGAN KIRYAKOZA 12 The Sociological Accessibility of Gaming 144 MICHAEL JAMES HERON 13 A Life-Course Analysis of Third-Age Digital Game Players in China 155 CHEN GUO AND KATIE ELLIS 14 Gaming with Blindness in Audio Virtual Reality: Making BlindSide 168 MIKE KENT, MICHAEL T. ASTOLFI, AND AARON RASMUSSEN PART III Inclusive Communities 181 15 A (Dis-)abling Gaming Model for Playful Inclusion: Playing (Digital) Games with Persons with and without Learning Difficulties and Dis/abilities 183 GERTRAUD KREMSNER, ALEXANDER SCHMOELZ, AND MICHELLE PROYER
Contents 16 Online Games Players in Darkness: A Study of the Blind Gaming Community Tingyou ix 196 HUANWU 17 Pokémon Go and Urban Accessibility 210 KATHRYN LOCKE AND TAMA LEAVER 18 Crip Twitchology: You’re Already One of Us 222 KATIE ELLIS AND LACHLAN HOWELLS 19 Minecraft as an Online Playground: Reframing Play and Games in a Minecraft Community for Autistic Youth 237 KATHRYN E. RINGLAND Index 248
Gaming Disability This book explores the opportunities and challenges people with disabili ties 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 disci plines including game studies, game design and development, internet, visual, cultural, communication and media studies, as well as disability studies. Katie Ellis is a Professor in Internet Studies and Director of the Centre for Culture and Technology at Curtin University, Australia. Her research is located at the intersection of media access and representation and engages with government, industry, and community to ensure actual benefits for real people
with disability. Tama Leaver is a Professor of Internet Studies at Curtin University. He is President of the Association of Internet Researchers (AoIR), a regular media commentator, and a Chief Investigator in the ARC Centre of Excellence for the Digital Child. Mike Kent is Discipline Lead for the Curtin ¡School and Professor at the Centre for Culture and Technology at Curtin University. Mike’s research and writing focus on the overlapping areas of disability, social media, and digital communications. |
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spelling | Gaming disability disability perspectives on contemporary video games edited by Katie Ellis, Tama Leaver, and Mike Kent London ; New York Routledge 2023 xvii, 256 Seiten txt rdacontent n rdamedia nc rdacarrier Routledge research in disability and media studies 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 Behinderung Motiv (DE-588)4229239-6 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Behinderter Mensch (DE-588)4005279-5 gnd rswk-swf (DE-588)4143413-4 Aufsatzsammlung gnd-content Computerspiel (DE-588)4010457-6 s Behinderter Mensch (DE-588)4005279-5 s Behinderung Motiv (DE-588)4229239-6 s DE-604 Ellis, Katie 1978- (DE-588)144057395 edt win aut Leaver, Tama (DE-588)106435226X edt win aut Kent, Mike 1969- (DE-588)1125720492 edt win aut Erscheint auch als Online-Ausgabe 978-0-367-35715-3 Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034046937&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034046937&sequence=000003&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | Ellis, Katie 1978- Leaver, Tama Kent, Mike 1969- Gaming disability disability perspectives on contemporary video games Behinderung Motiv (DE-588)4229239-6 gnd Computerspiel (DE-588)4010457-6 gnd Behinderter Mensch (DE-588)4005279-5 gnd |
subject_GND | (DE-588)4229239-6 (DE-588)4010457-6 (DE-588)4005279-5 (DE-588)4143413-4 |
title | Gaming disability disability perspectives on contemporary video games |
title_auth | Gaming disability disability perspectives on contemporary video games |
title_exact_search | Gaming disability disability perspectives on contemporary video games |
title_exact_search_txtP | Gaming disability disability perspectives on contemporary video games |
title_full | Gaming disability disability perspectives on contemporary video games edited by Katie Ellis, Tama Leaver, and Mike Kent |
title_fullStr | Gaming disability disability perspectives on contemporary video games edited by Katie Ellis, Tama Leaver, and Mike Kent |
title_full_unstemmed | Gaming disability disability perspectives on contemporary video games edited by Katie Ellis, Tama Leaver, and Mike Kent |
title_short | Gaming disability |
title_sort | gaming disability disability perspectives on contemporary video games |
title_sub | disability perspectives on contemporary video games |
topic | Behinderung Motiv (DE-588)4229239-6 gnd Computerspiel (DE-588)4010457-6 gnd Behinderter Mensch (DE-588)4005279-5 gnd |
topic_facet | Behinderung Motiv Computerspiel Behinderter Mensch Aufsatzsammlung |
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