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.
This collection intends to fill a long overdue research gap on the praxeological aspects of the relationships between disabilities, accessibility, and digital gaming.
This book will be of interest to academics and students of game studies in topics such as behavioural science, ethics, and HCI, as well as in sociology, communications, and digital media.
This collection intends to fill a long overdue research gap on the praxeological aspects of the relationships between disabilities, accessibility, and digital gaming.
Neural Mechanisms Underlying Internet Gaming Disorder
Abbott, M., Palmisano, B., & Dickerson, M. (1995). Video game playing, dependency and delinquency: a question of methodology? Journal of Gambling Studies, 11, 287–301. Alexander, B. K., & Schweighofer, A. R. (1988).
This book contains games for mixed groups including people with auditory or visual impairments, those in wheelchairs, and those with multiple disabilities.
This book will be of interest to academics and students of game studies in topics such as behavioural science, ethics, and HCI, as well as in sociology, communications, and digital media.
Teens with gaming disorder play video games to an unhealthy degree, allowing the hobby to take over their lives. What Is Gaming Disorder? explores this disorder, how it affects teens, and the available treatment options.
An introduction to the Paralympic phenomenon which explores various key aspects and issues, from the history and development of the Paralympic movement to the economic and social impact of the contemporary Games.
U.S. only revenue from video games in 2018 is projected to be $30 billion. Furthermore, very few non-gamers know about loot boxes. These are boxes/chests in games that one can spend money on in order to acquire desired items.