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    Ability Machines: What Video Games Mean for Disability

    Ability Machines by Anderson, Sky LaRell;

    What Video Games Mean for Disability

    Series: Digital Game Studies;

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      • Publisher's listprice GBP 60.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        27 090 Ft (25 800 Ft + 5% VAT)
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      • Discounted price 21 672 Ft (20 640 Ft + 5% VAT)
      • Discount is valid until: 30 June 2026

    27 090 Ft

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    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Publisher Indiana University Press
    • Date of Publication 2 July 2024

    • ISBN 9780253070029
    • Binding Hardback
    • No. of pages232 pages
    • Size 229x152 mm
    • Weight 513 g
    • Language English
    • Illustrations 18 b&w illus.
    • 517

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    Long description:

    Video games are both physically and cognitively demanding—so what does that mean for those with a disability or mental illness? Though they may seem at odds, Ability Machines illuminates just how vital video games are to understanding our bodies and abilities.
    In Ability Machines, Sky LaRell Anderson shows us how video games can help us imagine what our abilities mean and how they engage us physically, behaviorally, and cognitively to envision our agency beyond limitations. On the surface, this can mean games provide power fantasies; more profoundly, games can fundamentally reshape cultural and personal understandings of mental health, illness, disability, and accessibility. Video games are indeed ability machines that produce a reimagined state of agency.
    Featuring a comparative analysis of key video game titles, including Metal Gear Solid V, Wolfenstein II, Celeste, Devil May Cry 5, Hellblade: Senua's Sacrifice, Hades, Nier: Automata, and more, Ability Machines tackles larger questions of ability and how our bodies relate to interactive media.

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    Table of Contents:

    Acknowledgments
    Note to Reader: How I Have Tried to Make this Book Accessible
    Prologue: Video Games and Your Body
    Section 1: Accessing Ability
    Interview with Steven Spohn of AbleGamers
    1. Gaming Journalism and Discourse about Disability
    Interview with Marijn Rongen of CanIPlayThat.com
    2. Designing for Accessibility Improves Video Games
    Section 2: Producing Ability
    Interview with Clinton Lexa of Ubisoft Montréal
    3. Streaming Transforms Disability Identities
    Interview with Kelli Dunlap of Take This
    4. The Gaming Industry Strains Mental Health
    Interview with Artist and Game Designer Kara Stone
    5. Designing Games Offers Mental Healing, Hurt, and Health
    Section 3: Depicting Ability
    Interview with University of St. Thomas Game Design Students
    6. Reimagining Disability in Video Game Depictions
    Interview with University of Utah Game Design Students
    7. Portraying Mental Illness through Interactivity
    Epilogue: Reimagining Your Body through Video Games
    Gameography
    References
    Index

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