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  • Ability Machines – What Video Games Mean for Disability: What Video Games Mean for Disability

    Ability Machines – What Video Games Mean for Disability by Anderson, Sky Larell;

    What Video Games Mean for Disability

    Series: Digital Game Studies;

      • GET 10% OFF

      • The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
      • 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.

        28 665 Ft (27 300 Ft + 5% VAT)
      • Discount 10% (cc. 2 867 Ft off)
      • Discounted price 25 799 Ft (24 570 Ft + 5% VAT)

    28 665 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 MH – Indiana University Press
    • Date of Publication 2 July 2024

    • ISBN 9780253070029
    • Binding Hardback
    • No. of pages232 pages
    • Size 229x152x16 mm
    • Weight 414 g
    • Language English
    • Illustrations 18 b&w illus.
    • 525

    Categories

    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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