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Disability and Video Games

Practices of En-/Disabling Modes of Digital Gaming

Specificaties
Gebonden, blz. | Engels
Springer International Publishing | 2023
ISBN13: 9783031343735
Rubricering
Springer International Publishing e druk, 2023 9783031343735
Onderdeel van serie Palgrave Games in Context
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Samenvatting

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. 

Specificaties

ISBN13:9783031343735
Taal:Engels
Bindwijze:gebonden
Uitgever:Springer International Publishing

Inhoudsopgave

<p>1.Dis-/Ability, Accessibility and Video Games: Chapters in&nbsp;the Context of a Research Overview._&nbsp;Part I En-/Disabling Interfaces: History and Present._&nbsp;2 Game Interfaces as Disabling Infrastructures.-&nbsp;3 Who Can Play? Rethinking Video Game Controllers and&nbsp;Accessibility.-&nbsp;4 A History of Disability and Voice-Enabled Gaming from&nbsp;the 1970s to Intelligent Personal Assistants.-&nbsp;5 Playing with the Eyes. A Media History of Eye Tracking.-&nbsp;6 Interview with Mark Barlet (AbleGamers).-&nbsp;Part II Problematic Aprioris and Ableist Ideologies: (De)&nbsp;Constructing Dis/Ability.-&nbsp;7 Dis/Enabled Playing: Ableist Ideologies and Abledness&nbsp;Consolidation in Video Games’ Mechanics and&nbsp;Infrastructures.-&nbsp;8 The Mediality of Dis/Ability: Producing ‘Disability’&nbsp;and ‘Ability’ in the Realm of Digital Games.-&nbsp;9 Intersections Between Gaming and Dis/Abilities&nbsp;(Roundtable).-&nbsp;Part III Accessibility: Guidelines, Practice and Legal Issues.-&nbsp;10 Accessibility by Numbers: A Critical Review of Game&nbsp;Accessibility Guidelines._&nbsp;11 Providing Access.-&nbsp;12 Interview with Sandra Uhling: “Against Homogenization&nbsp;and on Becoming Aware and More Sensitive Towards&nbsp;Human Diversity”.-&nbsp;</p>
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        Disability and Video Games