Gaming Disability
Disability Perspectives on Contemporary Video Games
Herausgeber: Ellis, Katie; Kent, Mike; Leaver, Tama
Gaming Disability
Disability Perspectives on Contemporary Video Games
Herausgeber: Ellis, Katie; Kent, Mike; Leaver, Tama
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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.
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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.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis
- Seitenzahl: 256
- Erscheinungstermin: 30. Dezember 2022
- Englisch
- Abmessung: 234mm x 156mm x 18mm
- Gewicht: 562g
- ISBN-13: 9780367357146
- ISBN-10: 0367357143
- Artikelnr.: 65895851
- Verlag: Taylor & Francis
- Seitenzahl: 256
- Erscheinungstermin: 30. Dezember 2022
- Englisch
- Abmessung: 234mm x 156mm x 18mm
- Gewicht: 562g
- ISBN-13: 9780367357146
- ISBN-10: 0367357143
- Artikelnr.: 65895851
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 iSchool 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.
List of Contributors
Acknowledgements
1. Introduction: Gaming (and) Disability
Part I: Representation
2. A History of Disability in Video Game Character Design
3. Dis/abling Androids: Gaming, Posthumanism, and Critical Disability Studies
4. Outliers as Heroes: Disability, Representation, and Inclusion in Blizzard's Overwatch
5. The Dis/ability of the Avatar: Vulnerability Versus the Autonomous Subject
6. Crashing through Capitalism: Happy Wheels, Debilitation, and Disability Representation
7. A Missile to the Face: Scarred Characters in Mass Effect 2
8. Representations of Ability in Digital Games
Part II: Digital Access and Design
9. A Spectrum of Real: Augmented Reality and Social Scaffolding
10. Towards Inclusive Game Design
11. The Ultimate Medium for People with Disabilities? Re-Centring the Human in Virtual Reality Visions of Play, Care, and Empathy
12. The Sociological Accessibility of Gaming
13. A Life-Course Analysis of Third-Age Digital Game Players in China
14. Gaming with Blindness in Audio Virtual Reality: Making BlindSide
Part III: Inclusive Communities
15. A (Dis-)abling Gaming Model for Playful Inclusion: Playing (Digital) Games with Persons with and without Learning Difficulties and Dis/abilities
16. Online Games Players in Darkness: A Study of the Blind Gaming Community
17. Pokémon Go and Urban Accessibility
18. Crip Twitchology: You're Already One of Us
19. Minecraft as an Online Playground: Reframing Play and Games in a Minecraft Community for Autistic Youth
Acknowledgements
1. Introduction: Gaming (and) Disability
Part I: Representation
2. A History of Disability in Video Game Character Design
3. Dis/abling Androids: Gaming, Posthumanism, and Critical Disability Studies
4. Outliers as Heroes: Disability, Representation, and Inclusion in Blizzard's Overwatch
5. The Dis/ability of the Avatar: Vulnerability Versus the Autonomous Subject
6. Crashing through Capitalism: Happy Wheels, Debilitation, and Disability Representation
7. A Missile to the Face: Scarred Characters in Mass Effect 2
8. Representations of Ability in Digital Games
Part II: Digital Access and Design
9. A Spectrum of Real: Augmented Reality and Social Scaffolding
10. Towards Inclusive Game Design
11. The Ultimate Medium for People with Disabilities? Re-Centring the Human in Virtual Reality Visions of Play, Care, and Empathy
12. The Sociological Accessibility of Gaming
13. A Life-Course Analysis of Third-Age Digital Game Players in China
14. Gaming with Blindness in Audio Virtual Reality: Making BlindSide
Part III: Inclusive Communities
15. A (Dis-)abling Gaming Model for Playful Inclusion: Playing (Digital) Games with Persons with and without Learning Difficulties and Dis/abilities
16. Online Games Players in Darkness: A Study of the Blind Gaming Community
17. Pokémon Go and Urban Accessibility
18. Crip Twitchology: You're Already One of Us
19. Minecraft as an Online Playground: Reframing Play and Games in a Minecraft Community for Autistic Youth
List of Contributors
Acknowledgements
1. Introduction: Gaming (and) Disability
Part I: Representation
2. A History of Disability in Video Game Character Design
3. Dis/abling Androids: Gaming, Posthumanism, and Critical Disability Studies
4. Outliers as Heroes: Disability, Representation, and Inclusion in Blizzard's Overwatch
5. The Dis/ability of the Avatar: Vulnerability Versus the Autonomous Subject
6. Crashing through Capitalism: Happy Wheels, Debilitation, and Disability Representation
7. A Missile to the Face: Scarred Characters in Mass Effect 2
8. Representations of Ability in Digital Games
Part II: Digital Access and Design
9. A Spectrum of Real: Augmented Reality and Social Scaffolding
10. Towards Inclusive Game Design
11. The Ultimate Medium for People with Disabilities? Re-Centring the Human in Virtual Reality Visions of Play, Care, and Empathy
12. The Sociological Accessibility of Gaming
13. A Life-Course Analysis of Third-Age Digital Game Players in China
14. Gaming with Blindness in Audio Virtual Reality: Making BlindSide
Part III: Inclusive Communities
15. A (Dis-)abling Gaming Model for Playful Inclusion: Playing (Digital) Games with Persons with and without Learning Difficulties and Dis/abilities
16. Online Games Players in Darkness: A Study of the Blind Gaming Community
17. Pokémon Go and Urban Accessibility
18. Crip Twitchology: You're Already One of Us
19. Minecraft as an Online Playground: Reframing Play and Games in a Minecraft Community for Autistic Youth
Acknowledgements
1. Introduction: Gaming (and) Disability
Part I: Representation
2. A History of Disability in Video Game Character Design
3. Dis/abling Androids: Gaming, Posthumanism, and Critical Disability Studies
4. Outliers as Heroes: Disability, Representation, and Inclusion in Blizzard's Overwatch
5. The Dis/ability of the Avatar: Vulnerability Versus the Autonomous Subject
6. Crashing through Capitalism: Happy Wheels, Debilitation, and Disability Representation
7. A Missile to the Face: Scarred Characters in Mass Effect 2
8. Representations of Ability in Digital Games
Part II: Digital Access and Design
9. A Spectrum of Real: Augmented Reality and Social Scaffolding
10. Towards Inclusive Game Design
11. The Ultimate Medium for People with Disabilities? Re-Centring the Human in Virtual Reality Visions of Play, Care, and Empathy
12. The Sociological Accessibility of Gaming
13. A Life-Course Analysis of Third-Age Digital Game Players in China
14. Gaming with Blindness in Audio Virtual Reality: Making BlindSide
Part III: Inclusive Communities
15. A (Dis-)abling Gaming Model for Playful Inclusion: Playing (Digital) Games with Persons with and without Learning Difficulties and Dis/abilities
16. Online Games Players in Darkness: A Study of the Blind Gaming Community
17. Pokémon Go and Urban Accessibility
18. Crip Twitchology: You're Already One of Us
19. Minecraft as an Online Playground: Reframing Play and Games in a Minecraft Community for Autistic Youth