Gaming disability : disability perspectives on contemporary video games / edited by Katie Ellis, Tama Leaver, and Mike Kent.

Date:
2023
  • Books

About this work

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."--From publisher.

Publication/Creation

Abingdon, Oxon : New York, NY : Routledge, 2023.

Physical description

xvii, 256 pages ; 24 cm.

Bibliographic information

Includes bibliographical references and index.

Contents

Introduction: Gaming (and) disability / Kate Ellis, Tama Leaver, and Mike Kent -- Part I representation -- A history of disability in video game character design / Jennifer Dalsen -- Dis/abiling androids: Gaming, posthumanism, and critical disability studies / Mark A. Castrodale -- Outliers as heroes: Disability, representation, and inclusion in Blizzard's 'Overwatch' / Kai-Ti Kao and Denise Woods -- The dis/ability of the avatar: Vulnerability versus the autonomous subject / Simon Ledder -- Crashing through capitalism: 'Happy Wheels', debilitation, and disability representation / Leanne McRae -- A missile to the face: Scarred characters in Mass Effect 2 / Gabrielle Aroni -- Representations of ability in digital games / Diane Carr -- Part II digital access and design -- A spectrum of real: Augmented reality and social scaffolding / Craig Smith and Heath Wild -- Towards inclusive game design / Patricia Da Silva Leite and Leonelo Dell Anhol Almeida -- The ultimate medium for people with disabilities? re-centring the human in virtual reality visions of play, care, and empathy / Marisa Brandt, Mitchell Reddan, and Morgan Kiryakoza -- The sociological accessibility of gaming / Michael James Heron -- A life-course analysis of third-age digital game players in China / Chen Guo and Kate Ellis -- Gaming with blindness in audio virtual reality: Making BlindSide / Mike Kent, Michael T. Astolfi, and Aaron Rasmussen -- Part III inclusive communities -- A (dis-)abiling gaming model for playful inclusion: Playing (digital) games with persons with and without learning difficulties and dis/abilities / Gertraud Kremsner, Alexander Schmoelz, and Michelle Proyer -- Online games players in darkness: A study of the blind gaming community Tingyou / Huan Wu -- 'Pokemon' Go and urban accessibility / Kathryn Locke and Tama Leaver -- Crip twitchology: You're already one of us / Kate Ellis and Lachlan Howells -- Minecraft as an online playground: Reframing play and games in a Minecraft community for autistic youth / Kathryn E. Ringland.

Languages

Where to find it

  • LocationStatus
    History of Medicine
    NH /ELL
    Open shelves

Permanent link

Identifiers

ISBN

  • 9780367357146
  • 0367357143