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Disability and Video Games

Practices of En-/Disabling Modes of Digital Gaming

Produktform: E-Buch Text Elektronisches Buch in proprietärem

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 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 or . weiterlesen

Dieser Artikel gehört zu den folgenden Serien

Elektronisches Format: PDF

Sprache(n): Englisch

ISBN: 978-3-031-34374-2 / 978-3031343742 / 9783031343742

Verlag: Springer International Publishing

Erscheinungsdatum: 18.12.2023

Seiten: 357

Herausgegeben von Beate Ochsner, Markus Spöhrer

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