Disability and Video Games: Practices of En-/Disabling Modes of Digital Gaming

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...

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Weitere Verfasser: Spöhrer, Markus (HerausgeberIn), Ochsner, Beate (HerausgeberIn)
Format: Elektronisch E-Book
Sprache:English
Veröffentlicht: Cham Springer International Publishing 2024
Cham Palgrave Macmillan
Ausgabe:1st ed. 2024
Schriftenreihe:Palgrave Games in Context
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Zusammenfassung: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
Beschreibung:1 Online-Ressource (XIX, 357 p. 35 illus)
ISBN:9783031343742
ISSN:2731-5037
DOI:10.1007/978-3-031-34374-2

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