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    Gaming Disability: Disability Perspectives on Contemporary Video Games

    Gaming Disability by Ellis, Katie; Leaver, Tama; Kent, Mike;

    Disability Perspectives on Contemporary Video Games

    Series: Routledge Research in Disability and Media Studies;

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      • Publisher's listprice GBP 130.00
      • 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.

        65 793 Ft (62 660 Ft + 5% VAT)
      • Discount 20% (cc. 13 159 Ft off)
      • Discounted price 52 634 Ft (50 128 Ft + 5% VAT)

    65 793 Ft

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    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.

    Short description:

    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.

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    Long description:

    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.

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    Table of 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;  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 BlindSidePart 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. 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

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    Gaming Disability: Disability Perspectives on Contemporary Video Games

    Gaming Disability: Disability Perspectives on Contemporary Video Games

    Ellis, Katie; Leaver, Tama; Kent, Mike; (ed.)

    65 793 HUF

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