Udvidet returret til d. 31. januar 2025

Disability and Video Games - Markus Spöhrer - Bog

- Practices of En-/Disabling Modes of Digital Gaming

Bag om Disability and Video Games

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.

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  • Sprog:
  • Engelsk
  • ISBN:
  • 9783031343735
  • Indbinding:
  • Hardback
  • Sideantal:
  • 345
  • Udgivet:
  • 19. december 2023
  • Størrelse:
  • 148x210x22 mm.
  • Vægt:
  • 603 g.
  • 8-11 hverdage.
  • 13. december 2024
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Forlænget returret til d. 31. januar 2025

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Beskrivelse af Disability and Video Games

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.

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