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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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21#
發(fā)表于 2025-3-25 04:46:59 | 只看該作者
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
22#
發(fā)表于 2025-3-25 09:17:38 | 只看該作者
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
23#
發(fā)表于 2025-3-25 14:40:24 | 只看該作者
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
24#
發(fā)表于 2025-3-25 16:55:17 | 只看該作者
25#
發(fā)表于 2025-3-25 23:59:39 | 只看該作者
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
26#
發(fā)表于 2025-3-26 03:04:35 | 只看該作者
27#
發(fā)表于 2025-3-26 05:22:19 | 只看該作者
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 ‘a(chǎn)ccidentally 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
28#
發(fā)表于 2025-3-26 11:53:26 | 只看該作者
https://doi.org/10.1007/978-3-031-34374-2Disability studies; Disability and video games; Digital games; Games studies; Practice theory; Digital me
29#
發(fā)表于 2025-3-26 15:00:53 | 只看該作者
978-3-031-34376-6The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
30#
發(fā)表于 2025-3-26 19:58:31 | 只看該作者
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
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