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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Bibliographische Detailangaben
Weitere Verfasser: Spöhrer, Markus 1982- (HerausgeberIn), Ochsner, Beate 1965- (HerausgeberIn)
Format: Buch
Sprache:English
Veröffentlicht: Cham, Switzerland Palgrave McMillan [2024]
Schriftenreihe:Palgrave games in context
Schlagworte:
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:xix, 357 Seiten Illustrationen
ISBN:9783031343735