Disability and Video Games Practices of En-/Disabling Modes of Digital Gaming

1.Dis-/Ability, Accessibility and Video Games: Chapters in the Context of a Research Overview 1 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 Vo...

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Weitere Verfasser: Spöhrer, Markus (HerausgeberIn), Ochsner, Beate (HerausgeberIn)
Format: UnknownFormat
Sprache:eng
Veröffentlicht: Cham Palgrave Macmillan 2024
Schriftenreihe:Palgrave Games in Context
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Zusammenfassung:1.Dis-/Ability, Accessibility and Video Games: Chapters in the Context of a Research Overview 1 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"
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
Beschreibung:xix, 357 Seiten
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ISBN:9783031343735
978-3-031-34373-5