Gaming Disability
- Indbinding:
- Paperback
- Sideantal:
- 256
- Udgivet:
- 30. december 2022
- Størrelse:
- 153x17x230 mm.
- Vægt:
- 432 g.
- 8-11 hverdage.
- 13. december 2024
På lager
Forlænget returret til d. 31. januar 2025
Normalpris
Abonnementspris
- Rabat på køb af fysiske bøger
- 1 valgfrit digitalt ugeblad
- 20 timers lytning og læsning
- Adgang til 70.000+ titler
- Ingen binding
Abonnementet koster 75 kr./md.
Ingen binding og kan opsiges når som helst.
- 1 valgfrit digitalt ugeblad
- 20 timers lytning og læsning
- Adgang til 70.000+ titler
- Ingen binding
Abonnementet koster 75 kr./md.
Ingen binding og kan opsiges når som helst.
Beskrivelse af Gaming Disability
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.
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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Bogen Gaming Disability findes i følgende kategorier:
- Business og læring > Computer og IT
- Historie og samfund
- Samfund og samfundsvidenskab > Samfund og kultur: generelt > Kulturstudier og medievidenskab > Medievidenskab
- Historie og arkæologi > Historie
- Databehandling og informationsteknologi > Informationsteknologi: generelle emner > Etiske og sociale aspekter ved IT
- Databehandling og informationsteknologi > Informationsteknologi: generelle emner > Juridiske aspekter ved IT
- Databehandling og informationsteknologi > Grafisk IT og digitale medier > Digital animation
- Databehandling og informationsteknologi > Informatik
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