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Disability And Video Games Practices Of En- disabling Modes Of Digital Gaming
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[Image: aWd02tjM9kS4CHqEt2tHAcCqbrfocSYI.jpg]
Markus Spöhrer, Beate Ochsner | 2024 | ISBN: 3031343735 | English | 376 pages | ePUB, PDF | 39 MB
Series: Palgrave Games in Context
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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.
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