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Gaming Disability

Gaming Disability
Author: Katie Ellis
Publisher: Taylor & Francis
Total Pages: 246
Release: 2022-12-30
Genre: Games & Activities
ISBN: 1000830047

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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.


Disability and Video Games

Disability and Video Games
Author: Markus Spöhrer
Publisher: Springer Nature
Total Pages: 365
Release: 2023-12-18
Genre: Social Science
ISBN: 3031343743

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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.


Representation of Disability in Children’s Video Games

Representation of Disability in Children’s Video Games
Author: Krystina Madej
Publisher: Taylor & Francis
Total Pages: 124
Release: 2024-01-10
Genre: Social Science
ISBN: 1040000428

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Representation of Disability in Children’s Video Games looks at how children’s engagement with characters and stories in video games helps create the perception of disability they have as teens and adults. Drawing on child development theory supported by neuroscience, the book shows how the scaffold of information, the schema, adults have of disability is first created at a very young age as they interact through game play with characters with disabilities. Positing that early video game play experiences should provide exposure to narrative schemas that add understanding and help create meaning about the disability represented, the book presents how such representation in children’s video games maps against cognitive development, and the psychomotor and cognitive needs and abilities of children ages 3 to 12. Close reading of over 40 PEGI 3 and PEGI 7 (ESRB E, 10+) games and analysis of games as diverse as Backyard Baseball and Sly Cooper helped define broad categories of representation: representation can be cosmetic, providing exposure but not gameplay utility; it can be incidental, used as a device that provides purpose for the narrative; or it can more authentically represent the disability as integral to the character and their life. The book provides readers with an overview of contemporary games that betters their understanding of how children’s games present disability and how children create their perceptions through interaction with characters and stories. This book will be of interest to academics and students of game studies, in particular topics such as behavioural science, ethics, and HCI, as well as sociology, communications, and digital media.


Student Usability in Educational Software and Games: Improving Experiences

Student Usability in Educational Software and Games: Improving Experiences
Author: Gonzalez, Carina
Publisher: IGI Global
Total Pages: 440
Release: 2012-08-31
Genre: Computers
ISBN: 1466619880

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"This book explores new models of interaction and human-computer interaction paradigms as applied to learning environments"--Provided by publisher.


Games

Games
Author: Sandra Danilovic
Publisher: Emerald Group Publishing
Total Pages: 155
Release: 2024-08-20
Genre: Medical
ISBN: 1800435940

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Reimagining how we understand health, illness, life, and death, gaming expert Sandra Danilovic advocates for the potential games have to transform healthcare practices beyond the clinic or hospital in the way we care for each other and for ourselves.


Crash Course in Library Services to People with Disabilities

Crash Course in Library Services to People with Disabilities
Author: Ann Roberts
Publisher: Bloomsbury Publishing USA
Total Pages: 174
Release: 2010-03-23
Genre: Language Arts & Disciplines
ISBN: 1610690567

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This book helps libraries identify and implement new ways to serve their physically or mentally disabled patients. Authors Ann Roberts and Dr. Richard Smith work at the state level with persons with disabilities. They find that very few librarians feel comfortable with providing services addressed to the needs of the disabled, yet those who do offer services and programs other libraries can adopt and adapt. Crash Course in Library Services to People with Disabilities will help librarians get up to speed in understanding disabled persons and what they can do to make library premises and holdings more accessible to them. It provides basic information on the different types of mental and physical disabilities a librarian might encounter, then offers a range of exemplary policies, services, and programs for people with disabilities—efforts that are in place and working across the country.


Women and Video Game Modding

Women and Video Game Modding
Author: Bridget Whelan
Publisher: McFarland
Total Pages: 217
Release: 2020-01-17
Genre: Games & Activities
ISBN: 1476638543

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The world of video games has long revolved around a subset of its player base: straight, white males aged 18-25. Highly gendered marketing in the late 1990s and early 2000s widened the gap between this perceived base and the actual diverse group who buy video games. Despite reports from the Entertainment Software Association that nearly half of gamers identify as female, many developers continue to produce content reflecting this imaginary audience. Many female gamers are in turn modifying the games. "Modders" alter the appearance of characters, rewrite scenes and epilogues, enhance or add love scenes and create fairy tale happy endings. This is a collection of new essays on the phenomenon of women and modding, focusing on such titles as Skyrim, Dragon Age, Mass Effect and The Sims. Topics include the relationship between modders and developers, the history of modding, and the relationship between modding and disability, race, sexuality and gender identity.


Retro Gaming with Raspberry Pi

Retro Gaming with Raspberry Pi
Author: The Makers of The MagPi magazine
Publisher: Raspberry Pi Press
Total Pages: 180
Release: 2024-02-20
Genre: Computers
ISBN: 1916868282

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The 1980s and 1990s were a glorious era for gaming! In just twelve short years (1982-1994) we had the Sinclair Spectrum, Commodore 64, Amiga, and Atari ST; NES, SNES, Sega Master System, Sega Genesis/Mega Drive, and Saturn right up to the Sony PlayStation. The pace of change from bitmapped graphics, through to sprite scaling and eventually 3D polygon graphics was breathtaking. We're still nursing sore thumbs from endless button-bashing. This book shows you, step-by-step, how to turn Raspberry Pi into several classic consoles and computers. Discover where to get brand new games from, and even how to start coding games. If you're brave, we'll show you how to build a full-sized arcade machine. This book will help you to: Write a classic text adventure Create a Pong-style video game Emulate classic computers and consoles on Raspberry Pi or Raspberry Pi Pico Create authentic-looking replicas of classic machines right down to their cases Discover controllers and other retro gaming hardware to enhance your experiences Connect Raspberry Pi to a cathode-ray tube (CRT) display Rediscovering retro games is a fantastic hobby. You get all the thrill of nostalgia, and replay classic games that still hold up today, and you learn how computers and consoles work in the process.


Analog Game Studies: Volume II

Analog Game Studies: Volume II
Author: Aaron Trammell
Publisher: Lulu.com
Total Pages: 264
Release: 2017-05-05
Genre: Education
ISBN: 1365640930

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Analog Game Studies is a bi-monthy journal for the research and critique of analog games. We define analog games broadly and include work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more. Analog Game Studies was founded to reserve a space for scholarship on analog games in the wider field of game studies.


Not Without Us: Perspectives on Disability and Inclusion in Singapore

Not Without Us: Perspectives on Disability and Inclusion in Singapore
Author: Kuansong Victor Zhuang
Publisher: Ethos Books
Total Pages: 465
Release: 2023-01-01
Genre: Social Science
ISBN: 9811861137

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Disability is all around us—among people we meet, the media, sports, our own family and friends. Undeniably, all of us have or will one day come to experience or encounter disability. But how can we reckon with the realities of those who live with disability, or its reality in our own lives? In a city-state slowly moving towards inclusion, how do those meant to be 'included' feel about such efforts? Not Without Us: perspectives on disability and inclusion in Singapore is a groundbreaking collection of essays that takes a creative and critical disability studies approach to centre disability, and rethink the ways in which we research, analyse, think and know about disability in our lives. Across multiple domains and perspectives, the writings in this volume consider what it means to live with disability in a purportedly inclusive and accessible Singapore. “This is a pathbreaking book. Not Without Us weaves together a rich fabric of voices exploring the politics and poetics of disability in Singapore. Moving between lived reality, representation and struggles for social transformation, the collection excavates hidden or forgotten pasts, documents struggles and community formation in the present, and hints at possible futures. The essay collection challenges contemporary discourses of and scholarship on disability in Singapore by centring disabled subjectivities. In the process, it opens up new spaces of empathy, praxis and critique.” —Philip Holden, Independent Scholar and Counsellor "It warms my heart to see another book on disability through the Asian lens. Not just any book or author, but a plethora of contributors who are leaders in the Singaporean disability scene. The tapestry of all the essays inspires the imagination to how we can truly create a place that all of us can call home. Inclusion isn’t just keeping the token seat available, or inviting someone disabled to the party, but truly paving the way forward for all of us to celebrate each other as individuals in all our different shapes, sizes and colours. Thank you Not Without Us for so eloquently celebrating ‘Nothing about us, without us’!" —Cassandra Chiu, Psychotherapist; Social Advocate and Author of A Place For Us "Not Without Us is a richly edited and profoundly written collection of essays about disability in Singapore. It is part of a new and fresh movement to provide local knowledges and global perspectives to a field that has been for too long grounded in the West, particularly the US and the UK. The book will be extremely valuable not only to readers in Singapore but also to those throughout the world who seek a broader perspective on significant issues in disability studies, arts, policy and activism." —Lennard J. Davis, Distinguished Professor, College of Liberal Arts and Sciences, University of Illinois in Chicago