標題: Titlebook: Disability and Video Games; Practices of En-/Dis Markus Sp?hrer,Beate Ochsner Book 2024 The Editor(s) (if applicable) and The Author(s), un [打印本頁] 作者: 驅逐 時間: 2025-3-21 16:34
書目名稱Disability and Video Games影響因子(影響力)
書目名稱Disability and Video Games影響因子(影響力)學科排名
書目名稱Disability and Video Games網絡公開度
書目名稱Disability and Video Games網絡公開度學科排名
書目名稱Disability and Video Games被引頻次
書目名稱Disability and Video Games被引頻次學科排名
書目名稱Disability and Video Games年度引用
書目名稱Disability and Video Games年度引用學科排名
書目名稱Disability and Video Games讀者反饋
書目名稱Disability and Video Games讀者反饋學科排名
作者: 情感脆弱 時間: 2025-3-21 20:27
2731-5029 for academics, educators, teachers, digital game designers,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 Disab作者: 幾何學家 時間: 2025-3-22 00:32
Book 2024r 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..?作者: 小溪 時間: 2025-3-22 05:44 作者: Lipoprotein 時間: 2025-3-22 09:42
Philipp Sibbertsen,Hartmut Lehnend the precarious nature of access are explored. Recent approaches to accessibility and subsequent design solutions are also discussed. These are seen to address only some limitations of earlier solutions but provide numerous possibilities for future work.作者: 直覺沒有 時間: 2025-3-22 13:58
Univariate H?ufigkeitsverteilungen eye tracking in the field of AAC. The goal is to look at this alternative interaction option for video games from three perspectives and thus provide an overview of eye tracking as an interface for video games and AAC.作者: 直覺沒有 時間: 2025-3-22 18:40 作者: acheon 時間: 2025-3-22 21:45
Game Interfaces as Disabling Infrastructuresarticipate in the process of buying and playing games. Disabled gamers are therefore described as underexploited resources that value could be extracted from if only interfaces would be designed to be compatible and adaptable to their bodily affordances.作者: ordain 時間: 2025-3-23 01:22 作者: 不朽中國 時間: 2025-3-23 06:35
Playing with the Eyes. A Media History of Eye Tracking eye tracking in the field of AAC. The goal is to look at this alternative interaction option for video games from three perspectives and thus provide an overview of eye tracking as an interface for video games and AAC.作者: ATP861 時間: 2025-3-23 09:49
Dis/Enabled Playing: Ableist Ideologies and Abledness Consolidation in Video Games’ Mechanics and Inion, autonomy and precision. Based on these findings, the chapter links ableist ideologies present in games and gaming to what Christopher Paul calls a “toxic meritocracy” (., University of Minnesota Press, 2018) and capitalist work ethics.作者: Ejaculate 時間: 2025-3-23 16:33 作者: intricacy 時間: 2025-3-23 21:50 作者: Epidural-Space 時間: 2025-3-24 00:27
The Mediality of Dis/Ability: Producing ‘Disability’ and ‘Ability’ in the Realm of Digital Gameshat not only produce but reinforce hegemonic structures and power relations. Conditions of media production (e.g. the actual workforce, diversity campaigns, game development software, anti-discrimination laws, and funding regulations), game content (gameplay/narrative), game usage, and game form (game infrastructures).作者: linear 時間: 2025-3-24 04:11 作者: 衰弱的心 時間: 2025-3-24 08:34 作者: antenna 時間: 2025-3-24 11:33 作者: Exclaim 時間: 2025-3-24 15:55 作者: 身心疲憊 時間: 2025-3-24 22:59
A History of Disability and Voice-Enabled Gaming from the 1970s to Intelligent Personal Assistantsital gaming. Sp?hrer focuses on such devices, techniques or workarounds that require the players to (mainly) use their voice as a mode of input instead of their hands. While research on (digital) voice recognition technology as a means of accessibility has been conducted since the introduction of pe作者: 小臼 時間: 2025-3-24 23:31
Playing with the Eyes. A Media History of Eye Trackingvices for gamers with disabilities. The main focus is Tobii Technology, which is one of the leading companies in the field of eye-tracking systems for varying systems and usages. In cooperation with game developers such as Ubisoft, Tobii offers hardware and software solutions for players with and wi作者: 膠狀 時間: 2025-3-25 04:46
Interview with Mark Barlet (AbleGamers)(sometimes) clashing ideals, goals, or demands when it comes to working with game developers, designers, or studios on accessible gaming technologies. As co-founder and Executive Director of the international non-profit organization AbleGamers, he has been an advocate for less streamlined and normed作者: jungle 時間: 2025-3-25 09:17
Dis/Enabled Playing: Ableist Ideologies and Abledness Consolidation in Video Games’ Mechanics and Inal and cast disabled people as abnormal and inferior. The chapter will demonstrate by the analysis of two games, . (Capcom. Osaka, JP: Capcom. Playstation 2, 2005) and . (Nintendo. Kyoto, JP: Nintendo. Super Famicom, 1990), and will show how dominant dis/ability discourses can be found not only in t作者: 噱頭 時間: 2025-3-25 14:40
The Mediality of Dis/Ability: Producing ‘Disability’ and ‘Ability’ in the Realm of Digital Games to digital games. Departing from a broader frame and by grounding his arguments on critical disability studies, discourse theory, and media theory, Ledder analyzes the relation between dis/ability and gaming as an effect of discursive constructions. His understanding of discourse encompasses the so作者: 大都市 時間: 2025-3-25 16:55 作者: 仲裁者 時間: 2025-3-25 23:59
Accessibility by Numbers: A Critical Review of Game Accessibility Guidelinesd guidelines to make the endeavour easier for developers. This chapter discusses a variety of these guidelines, tests how well these documents delineate areas for improvement in commercial video games and attempts to apply accessibility checklists based on these documents against titles with which a作者: 啪心兒跳動 時間: 2025-3-26 03:04 作者: Forage飼料 時間: 2025-3-26 05:22
Interview with Sandra Uhling: “Against Homogenization and on Becoming Aware and More Sensitive Towarhe founder of .—a project that evaluates, discusses, and recommends barrier-free or ‘accidentally accessible’ mainstream games as well as accessibility guidelines and design choices. In this interview, Sandra Uhling discusses the co-relation of accessibility and usability—a pair of terms that is usu作者: Repatriate 時間: 2025-3-26 11:53
https://doi.org/10.1007/978-3-031-34374-2Disability studies; Disability and video games; Digital games; Games studies; Practice theory; Digital me作者: HAWK 時間: 2025-3-26 15:00
978-3-031-34376-6The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl作者: 玷污 時間: 2025-3-26 19:58
Formulierung und überprüfung von Hypothesen disciplines that focus on dis/ability and digital gaming. By discussing publications that deal with these topics, they argue that gamers who identify as dis/abled are still an under-researched demographic within media studies, cultural studies, game studies, and disability studies. Furthermore, dig作者: Aspirin 時間: 2025-3-26 21:48 作者: Charlatan 時間: 2025-3-27 03:52
Philipp Sibbertsen,Hartmut Lehner design have impacted disabled players. As most disabled gamers play at home (Beeston et al., 2019, Characteristics and Motivations of Players with Disabilities in Digital Games. .. Cornell University. Retrieved March 2, 2022 from .), the focus is on home consoles and a key distinction can be made.作者: 主動 時間: 2025-3-27 08:11 作者: Encapsulate 時間: 2025-3-27 09:52
Univariate H?ufigkeitsverteilungenvices for gamers with disabilities. The main focus is Tobii Technology, which is one of the leading companies in the field of eye-tracking systems for varying systems and usages. In cooperation with game developers such as Ubisoft, Tobii offers hardware and software solutions for players with and wi作者: Acupressure 時間: 2025-3-27 17:24
Normalverteilung und andere Testverteilungen(sometimes) clashing ideals, goals, or demands when it comes to working with game developers, designers, or studios on accessible gaming technologies. As co-founder and Executive Director of the international non-profit organization AbleGamers, he has been an advocate for less streamlined and normed作者: 反應 時間: 2025-3-27 18:04 作者: peritonitis 時間: 2025-3-27 22:28 作者: hedonic 時間: 2025-3-28 03:03
Hypothesen: Nur eine Pr?zisierung der Fragegame research focused on accessibility is usually related to inclusion or therapeutic and educational contexts. Disabled gamers or gaming is thus dominated by an extraludic context which seems to transform games played by people with disabilities into serious games, that is, games that are not prima作者: cataract 時間: 2025-3-28 07:56 作者: Organization 時間: 2025-3-28 13:16 作者: galley 時間: 2025-3-28 15:51 作者: Limited 時間: 2025-3-28 22:12
Disability and Video Games978-3-031-34374-2Series ISSN 2731-5029 Series E-ISSN 2731-5037 作者: Pigeon 時間: 2025-3-29 00:06 作者: LAIR 時間: 2025-3-29 05:50 作者: 茁壯成長 時間: 2025-3-29 07:57
Formulierung und überprüfung von Hypothesensible?’, they intend to look at how individual practices and conditions of access configure, arrange, act and react upon the relationships between (non)human actors and en-/disable digital gaming. From this perspective, that which is usually presupposed as ‘normal gaming’ is just one stabilized prac作者: carbohydrate 時間: 2025-3-29 12:32
Bivariate H?ufigkeitsverteilungener concludes, the current ubiquity of voice technologies (intelligent personal assistants, smartphones, etc.) correlates with an increase in voice-enabled games, which prognoses a potential factor for diverse accessible modes of play and a newfound interest in voice-enabled gaming.作者: 逃避責任 時間: 2025-3-29 19:00
Normalverteilung und andere Testverteilungen diverse modes of play or habits in the design process. Naturally, in the process of narrating his experiences with the game economy, Barlet also sketches the “becoming of AbleGamers” and the oftentimes exhausting efforts of communicating with and convincing game studios that accessible technologies作者: 躺下殘殺 時間: 2025-3-29 22:27
Hypothesen: Nur eine Pr?zisierung der Fraget identify as disabled normally consider video games as pleasure or entertainment. Another urgent question asked by the discussants is, whether it is possible to destabilize the border between dis/abilities in the context of serious and non-serious gaming or at least describe, discuss and discursify