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DISABILITY AND VIDEO GAMES: PRACTICES OF EN-/DISABLING MODES OF DIGITAL GAMING

Alexander Horowitz, Axell Fontaine, Beate Ochsner, David Parisi, Diane Carr, Jan Mueggenburg, Laura König, Mark Barlet, Markus Spöhrer, Mat Dalgleish, Philipp Macele, Sandra Uhling, Simon Ledder, Tom Bieling, Ulf-Dietrich Reips, Ursula Fischer


 

This collection intends to fill a long overdue research gap on the praxeological aspects of the relationships between disabilities, accessibility, and digital gaming. It will focus on the question of how Game Studies can profit from a Disability Studies perspective of en-/disabling gaming and issues of disability, (in)accessibility and ableism, and vice versa.


Instead of departing from the medical model of disability that informs a wide range of publications on “disabled” gaming and that preconceives users as either “able-bodied,” “normal” or as “disabled,” “deficit,” or “unable to play,” our central premise is that dis/ability is not an essential characteristic of the playing subject. We rather intend to analyze the complex infrastructures of playing, i.e., the complex interplay of heterogeneous human and non-human actors, that are en- or disabling. 

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Hardcover


9783031343735

2023

357

English

Paperback


9783031343766

2023

357

English

eBook


9783031343742

2023

357

OTHER NAMES

Disability and Video Games - Practices of En-/Disabling Modes of Digital Gaming

 

TAGS


Publishers: #Palgrave (Palgrave)

Languages: #English 

Accessibility: N/A

Year: #Year2024


Companies: 

N/A


Public Figures:

N/A


Games:

N/A


Misc:

#PalgraveGamesInContext (Palgrave Games In Context)

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