Gaming Disability
portes grátis
Gaming Disability
Disability Perspectives on Contemporary Video Games
Kent, Mike; Leaver, Tama; Ellis, Katie
Taylor & Francis Ltd
12/2022
256
Mole
Inglês
9781032372853
15 a 20 dias
508
Descrição não disponível.
List of Contributors; Acknowledgements; 1. Introduction: Gaming (and) Disability; Part I: Representation; 2. A History of Disability in Video Game Character Design; 3. Dis/abling Androids: Gaming, Posthumanism, and Critical Disability Studies; 4. Outliers as Heroes: Disability, Representation, and Inclusion in Blizzard's Overwatch; 5. The Dis/ability of the Avatar: Vulnerability Versus the Autonomous Subject; 6. Crashing through Capitalism: Happy Wheels, Debilitation, and Disability Representation; 7. A Missile to the Face: Scarred Characters in Mass Effect 2; 8. Representations of Ability in Digital Games; Part II: Digital Access and Design; 9. A Spectrum of Real: Augmented Reality and Social Scaffolding; 10. Towards Inclusive Game Design; 11. The Ultimate Medium for People with Disabilities? Re-Centring the Human in Virtual Reality Visions of Play, Care, and Empathy; 12. The Sociological Accessibility of Gaming; 13. A Life-Course Analysis of Third-Age Digital Game Players in China; 14. Gaming with Blindness in Audio Virtual Reality: Making BlindSide; Part III: Inclusive Communities; 15. A (Dis-)abling Gaming Model for Playful Inclusion: Playing (Digital) Games with Persons with and without Learning Difficulties and Dis/abilities; 16. Online Games Players in Darkness: A Study of the Blind Gaming Community; 17. Pokemon Go and Urban Accessibility; 18. Crip Twitchology: You're Already One of Us; 19. Minecraft as an Online Playground: Reframing Play and Games in a Minecraft Community for Autistic Youth
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Gaming;Androids;Internet of Things;AI;Cyborgs;Posthuman;Mega Man;Pedagogy;Narrative Analysis;CRPD.;Bionic Commando;Grand Theft Auto;Game Developer;Digital Games;Smart Phones;Metal Gear Solid;Augmented Reality;Critical Disability Studies;Osteogenesis Imperfecta;Brittle Bone Disease;Virtual Reality Game;Mass Effect;Inclusive Game Design;Social Inclusion Principles;Reality Gaming;Augmented Reality Games;Low Vision Individuals;Game Design Process;Social Video Game;Social Skill Domain;War Times;Higher Identification Score;Inclusive Game
List of Contributors; Acknowledgements; 1. Introduction: Gaming (and) Disability; Part I: Representation; 2. A History of Disability in Video Game Character Design; 3. Dis/abling Androids: Gaming, Posthumanism, and Critical Disability Studies; 4. Outliers as Heroes: Disability, Representation, and Inclusion in Blizzard's Overwatch; 5. The Dis/ability of the Avatar: Vulnerability Versus the Autonomous Subject; 6. Crashing through Capitalism: Happy Wheels, Debilitation, and Disability Representation; 7. A Missile to the Face: Scarred Characters in Mass Effect 2; 8. Representations of Ability in Digital Games; Part II: Digital Access and Design; 9. A Spectrum of Real: Augmented Reality and Social Scaffolding; 10. Towards Inclusive Game Design; 11. The Ultimate Medium for People with Disabilities? Re-Centring the Human in Virtual Reality Visions of Play, Care, and Empathy; 12. The Sociological Accessibility of Gaming; 13. A Life-Course Analysis of Third-Age Digital Game Players in China; 14. Gaming with Blindness in Audio Virtual Reality: Making BlindSide; Part III: Inclusive Communities; 15. A (Dis-)abling Gaming Model for Playful Inclusion: Playing (Digital) Games with Persons with and without Learning Difficulties and Dis/abilities; 16. Online Games Players in Darkness: A Study of the Blind Gaming Community; 17. Pokemon Go and Urban Accessibility; 18. Crip Twitchology: You're Already One of Us; 19. Minecraft as an Online Playground: Reframing Play and Games in a Minecraft Community for Autistic Youth
Este título pertence ao(s) assunto(s) indicados(s). Para ver outros títulos clique no assunto desejado.
Gaming;Androids;Internet of Things;AI;Cyborgs;Posthuman;Mega Man;Pedagogy;Narrative Analysis;CRPD.;Bionic Commando;Grand Theft Auto;Game Developer;Digital Games;Smart Phones;Metal Gear Solid;Augmented Reality;Critical Disability Studies;Osteogenesis Imperfecta;Brittle Bone Disease;Virtual Reality Game;Mass Effect;Inclusive Game Design;Social Inclusion Principles;Reality Gaming;Augmented Reality Games;Low Vision Individuals;Game Design Process;Social Video Game;Social Skill Domain;War Times;Higher Identification Score;Inclusive Game