Shulph Ink
Gaming Disability: Disability Perspectives on Contemporary Video Games
Gaming Disability: Disability Perspectives on Contemporary Video Games
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- More about Gaming Disability: Disability Perspectives on Contemporary Video Games
This book is a critical analysis of digital games from the perspective of disability studies, exploring representation, access, inclusion, and community. It brings together scholars, game developers, and disability rights activists to reflect on the increasing visibility of disabled characters in digital games and consider the possibilities and pitfalls for people with disabilities in the future.
Format: Paperback / softback
Length: 256 pages
Publication date: 30 December 2022
Publisher: Taylor & Francis Ltd
This comprehensive and insightful book is a vital resource for scholars and students engaged in the critical examination of digital games, spanning a wide range of disciplines such as game studies, game design and development, internet studies, visual studies, cultural studies, communication studies, and media studies. Moreover, its relevance extends to disability studies, offering valuable perspectives on the experiences of individuals with disabilities within the realm of digital gaming.
The book delves into the multifaceted realm of opportunities and challenges faced by people with disabilities in the context of digital games. It explores these issues from three interconnected perspectives: representation, access, and inclusion. By drawing upon key insights from disability media studies, the book brings together scholars from the fields of disability studies and game studies, alongside game developers, educators, and disability rights activists. This collaborative effort aims to reflect upon the growing visibility of disabled characters in digital games and the broader implications of their inclusion.
The chapters in the book examine the contemporary gaming environment, specifically focusing on platforms like Twitch, Minecraft, and Tingyou. They explore how these platforms shape the experiences of individuals with disabilities and provide insights into the potential for inclusivity in gaming. Additionally, the book addresses the future possibilities and pitfalls for people with disabilities in the realm of virtual reality applications and augmented games, such as Pokémon Go.
One of the key themes explored in the book is the representation of diverse abilities in digital games. It examines how game developers can create characters and narratives that authentically reflect the experiences of people with disabilities. By taking games like BlindSide and Overwatch as examples, the book showcases successful attempts to portray diverse abilities and challenge stereotypes and misconceptions.
Furthermore, the book raises important questions about the accessibility of digital games for individuals with disabilities. It explores the challenges faced by players with physical or cognitive impairments and discusses the efforts made by game developers to create accessible gaming experiences. The book also highlights the importance of inclusive design practices and the need for developers to consider the diverse range of abilities and needs of their players.
In conclusion, this book is a groundbreaking contribution to the field of digital games studies. It provides a comprehensive and interdisciplinary approach to understanding the experiences of people with disabilities in the digital gaming realm. By exploring representation, access, inclusion, and community, the book offers valuable insights into the potential for gaming to promote inclusivity and diversity. It serves as a valuable resource for scholars, students, game developers, educators, and disability rights activists alike, as it contributes to the ongoing dialogue and efforts toward creating a more accessible and inclusive gaming environment for all.
Weight: 422g
Dimension: 154 x 234 x 22 (mm)
ISBN-13: 9781032372853
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