E-Book, Englisch, 357 Seiten, eBook
Reihe: Progress in Mathematics
Spöhrer / Ochsner Disability and Video Games
1. Auflage 2023
ISBN: 978-3-031-34374-2
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
Practices of En-/Disabling Modes of Digital Gaming
E-Book, Englisch, 357 Seiten, eBook
Reihe: Progress in Mathematics
ISBN: 978-3-031-34374-2
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
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
.
Zielgruppe
Research
Autoren/Hrsg.
Weitere Infos & Material
1.Dis-/Ability, Accessibility and Video Games: Chapters in the Context of a Research Overview._ Part I En-/Disabling Interfaces: History and Present._ 2 Game Interfaces as Disabling Infrastructures.- 3 Who Can Play? Rethinking Video Game Controllers and Accessibility.- 4 A History of Disability and Voice-Enabled Gaming from the 1970s to Intelligent Personal Assistants.- 5 Playing with the Eyes. A Media History of Eye Tracking.- 6 Interview with Mark Barlet (AbleGamers).- Part II Problematic Aprioris and Ableist Ideologies: (De) Constructing Dis/Ability.- 7 Dis/Enabled Playing: Ableist Ideologies and Abledness Consolidation in Video Games’ Mechanics and Infrastructures.- 8 The Mediality of Dis/Ability: Producing ‘Disability’ and ‘Ability’ in the Realm of Digital Games.- 9 Intersections Between Gaming and Dis/Abilities (Roundtable).- Part III Accessibility: Guidelines, Practice and Legal Issues.- 10 Accessibility by Numbers: A Critical Review of Game Accessibility Guidelines._ 11 Providing Access.- 12 Interview with Sandra Uhling: “Against Homogenization and on Becoming Aware and More Sensitive Towards Human Diversity”.-