Introduction: Gaming (and) Disability

Games appeal to a diverse market of people spanning traditional age, gender, and socioeconomic divides. While games have the potential to be inclusive of people with disability, they can also further disable this group through inaccessible software, hardware, and inadequate representations. Academic...

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Main Authors: Ellis, Katie, Leaver, Tama, Kent, Mike
Format: Book Chapter
Published: Routledge 2023
Subjects:
Online Access:http://hdl.handle.net/20.500.11937/90424
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author Ellis, Katie
Leaver, Tama
Kent, Mike
author2 Ellis, Katie
author_facet Ellis, Katie
Ellis, Katie
Leaver, Tama
Kent, Mike
author_sort Ellis, Katie
building Curtin Institutional Repository
collection Online Access
description Games appeal to a diverse market of people spanning traditional age, gender, and socioeconomic divides. While games have the potential to be inclusive of people with disability, they can also further disable this group through inaccessible software, hardware, and inadequate representations. Academic approaches to disability and gaming often demonstrate an extension of compulsory able-bodiedness. While academic investigations of disability and gaming remain somewhat narrow in scope, media articles addressing accessibility in the industry are more progressive, highlighting the recreational and pop culture aspects of gaming for the disability community. Digital games are a rapidly growing industry becoming an increasingly important part of our cultural capital. Disability is a serious topic, usually framed as a personal tragedy or medical condition in need of intervention. The chapter also presents an overview of the key concepts discussed in this book.
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spelling curtin-20.500.11937-904242023-03-08T02:04:18Z Introduction: Gaming (and) Disability Ellis, Katie Leaver, Tama Kent, Mike Ellis, Katie Leaver, Tama Kent, Mike 4701 - Communication and media studies Games appeal to a diverse market of people spanning traditional age, gender, and socioeconomic divides. While games have the potential to be inclusive of people with disability, they can also further disable this group through inaccessible software, hardware, and inadequate representations. Academic approaches to disability and gaming often demonstrate an extension of compulsory able-bodiedness. While academic investigations of disability and gaming remain somewhat narrow in scope, media articles addressing accessibility in the industry are more progressive, highlighting the recreational and pop culture aspects of gaming for the disability community. Digital games are a rapidly growing industry becoming an increasingly important part of our cultural capital. Disability is a serious topic, usually framed as a personal tragedy or medical condition in need of intervention. The chapter also presents an overview of the key concepts discussed in this book. 2023 Book Chapter http://hdl.handle.net/20.500.11937/90424 10.4324/9780367357153-1 Routledge restricted
spellingShingle 4701 - Communication and media studies
Ellis, Katie
Leaver, Tama
Kent, Mike
Introduction: Gaming (and) Disability
title Introduction: Gaming (and) Disability
title_full Introduction: Gaming (and) Disability
title_fullStr Introduction: Gaming (and) Disability
title_full_unstemmed Introduction: Gaming (and) Disability
title_short Introduction: Gaming (and) Disability
title_sort introduction: gaming (and) disability
topic 4701 - Communication and media studies
url http://hdl.handle.net/20.500.11937/90424