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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

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樓主
發(fā)表于 2025-3-21 16:34:48 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書(shū)目名稱(chēng)Disability and Video Games
副標(biāo)題Practices of En-/Dis
編輯Markus Sp?hrer,Beate Ochsner
視頻videohttp://file.papertrans.cn/281/280794/280794.mp4
概述Offers practical & critical perspectives, overviews, applications on accessibility technologies, practices, & histories.Provides suggestions for academics, educators, teachers, digital game designers,
叢書(shū)名稱(chēng)Palgrave Games in Context
圖書(shū)封面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
描述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..?
出版日期Book 2024
關(guān)鍵詞Disability studies; Disability and video games; Digital games; Games studies; Practice theory; Digital me
版次1
doihttps://doi.org/10.1007/978-3-031-34374-2
isbn_softcover978-3-031-34376-6
isbn_ebook978-3-031-34374-2Series ISSN 2731-5029 Series E-ISSN 2731-5037
issn_series 2731-5029
copyrightThe Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
The information of publication is updating

書(shū)目名稱(chēng)Disability and Video Games影響因子(影響力)




書(shū)目名稱(chēng)Disability and Video Games影響因子(影響力)學(xué)科排名




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書(shū)目名稱(chēng)Disability and Video Games網(wǎng)絡(luò)公開(kāi)度學(xué)科排名




書(shū)目名稱(chēng)Disability and Video Games被引頻次




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書(shū)目名稱(chēng)Disability and Video Games讀者反饋




書(shū)目名稱(chēng)Disability and Video Games讀者反饋學(xué)科排名




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發(fā)表于 2025-3-21 20:27:13 | 只看該作者
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
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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..?
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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.
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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.
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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.
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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.
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