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|a 362.4/048
|2 23/eng/20221025
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|a Gaming disability :
|b disability perspectives on contemporary video games /
|c edited by Katie Ellis, Tama Leaver, and Mike Kent
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264 |
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|a Abingdon, Oxon ;
|b New York, NY :
|b Routledge,
|c 2023
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264 |
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|c ©2023
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300 |
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|a xvii, 256 pages ;
|c 24 cm
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336 |
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|a text
|b txt
|2 rdacontent
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|a unmediated
|b n
|2 rdamedia
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|a volume
|b nc
|2 rdacarrier
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490 |
1 |
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|a Routledge research in disability and media studies
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|a Includes bibliographical references and index
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505 |
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|a Cover -- Half Title -- Series Page -- Title Page -- Copyright Page -- Dedication -- Contents -- 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
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505 |
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|a 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 Tingyou -- 17. Pokémon 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 -- Index
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505 |
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|a 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
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|a "This book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community. Drawing on key concerns in disability media studies, the book brings together scholars from disability studies and game studies, alongside game developers, educators, and disability rights activists, to reflect upon the increasing visibility of disabled characters in digital games. Chapters explore the contemporary gaming environment as it relates to disability on platforms such as Twitch, Minecraft, and Tingyou, while also addressing future possibilities and pitfalls for people with disabilities within gaming given the rise of virtual reality applications, and augmented games such as Pokémon Go. The book asks how game developers can attempt to represent diverse abilities, taking games such as BlindSide and Overwatch as examples. A significant collection for scholars and students interested in the critical analysis of digital games, this volume will be of interest across several disciplines including game studies, game design and development, internet, visual, cultural, communication and media studies, as well as disability studies"--
|c Provided by publisher
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650 |
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|a Digital media
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650 |
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|a People with disabilities
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650 |
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|a Video games
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650 |
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|a Digital media
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650 |
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|a Electronic games
|2 fast
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|a People with disabilities
|2 fast
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700 |
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|a Ellis, Katie,
|d 1978-
|e editor
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|a Kent, Mike,
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|a Leaver, Tama,
|e editor
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|i Online version:
|t Gaming disability
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