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Krystina Madej

Representation of Disability in Children’s Video Games

Representation of Disability in Children’s Video Games

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  • More about Representation of Disability in Children’s Video Games


The Representation of Disability in Childrens Video Games looks at how children's engagement with characters and stories in video games helps create the perception of disability they have as teens and adults. It suggests that early video game play experiences should provide exposure to narrative schemas that add understanding and help create meaning about the disability represented. The author defines broad categories of representation and provides an overview of contemporary games that betters readers' understanding of how children's games present disability and how children create their perceptions through interaction with characters and stories.

Format: Hardback
Length: 110 pages
Publication date: 02 January 2024
Publisher: Taylor & Francis Ltd


The representation of disability in children's video games is a fascinating topic that delves into how children's engagement with characters and stories in these games shapes their perception of disability as they grow into teens and adults. Drawing on child development theory supported by neuroscience, the book explores how the scaffold of information, known as the schema, that adults have about disability is first created at a young age through play interactions with characters with disabilities in narrative video games. The author suggests that early video game play experiences should provide exposure to narrative schemas that add understanding and help create meaning about the disability represented.

The book goes on to present how such representation in children's video games aligns with cognitive development and the psychomotor and cognitive needs and abilities of children aged 3 to 12. Through close readings of over 40 PEGI 3 and PEGI 7 (ESRB E,10+) games and analysis of games as diverse as Backyard Baseball and Sly Cooper, the author defines broad categories of representation: representation as cosmetic, which provides exposure but not game play utility; as incidental, which is used as a device to provide purpose for the narrative; or as more authentically representing the disability as integral to the character and their life.

The book offers readers an insightful overview of contemporary games that enhance their understanding of how children's games present disability and how children create their perceptions through interaction with characters and stories. It will be of interest to academics and students of game studies in various fields, including behavioral science, ethics, and HCI, as well as sociology, communications, and digital media. Particularly, game developers, educators, disability advocates, parents, and policymakers will find this book valuable in gaining a deeper understanding of the impact of video games on children's perceptions and attitudes toward disability.

Weight: 385g
Dimension: 216 x 138 (mm)
ISBN-13: 9781032553887

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