product
4424821Disability and Video Gameshttps://www.gandhi.com.mx/disability-and-video-games-9783031343742/phttps://gandhi.vtexassets.com/arquivos/ids/4254595/image.jpg?v=63844656345993000026952994MXNSpringer International PublishingInStock/Ebooks/<p>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 <em>en-/disabling</em> 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 <em>en-</em> or <em>disabling</em>.</p>...4326807Disability and Video Games26952994https://www.gandhi.com.mx/disability-and-video-games-9783031343742/phttps://gandhi.vtexassets.com/arquivos/ids/4254595/image.jpg?v=638446563459930000InStockMXN99999DIEbook20239783031343742_W3siaWQiOiIxMDk5ZGU4MC1lY2E0LTRmYTgtYmJhOS04ZTY3NWVmOGE1MjYiLCJsaXN0UHJpY2UiOjI5OTQsImRpc2NvdW50IjoyOTksInNlbGxpbmdQcmljZSI6MjY5NSwiaW5jbHVkZXNUYXgiOnRydWUsInByaWNlVHlwZSI6Ildob2xlc2FsZSIsImN1cnJlbmN5IjoiTVhOIiwiZnJvbSI6IjIwMjUtMDUtMzFUMTY6MDA6MDBaIiwidG8iOiIyMDI1LTA2LTMwVDIzOjU5OjU5WiIsInJlZ2lvbiI6Ik1YIiwiaXNQcmVvcmRlciI6ZmFsc2V9LHsiaWQiOiJhZjFlYTc1Yi00YmE3LTQ3MDYtOTlmNS0xMmY3MmY2MzcyZDgiLCJsaXN0UHJpY2UiOjMwMzYsImRpc2NvdW50IjozMDQsInNlbGxpbmdQcmljZSI6MjczMiwiaW5jbHVkZXNUYXgiOnRydWUsInByaWNlVHlwZSI6Ildob2xlc2FsZSIsImN1cnJlbmN5IjoiTVhOIiwiZnJvbSI6IjIwMjUtMDctMDFUMDA6MDA6MDBaIiwicmVnaW9uIjoiTVgiLCJpc1ByZW9yZGVyIjpmYWxzZX1d9783031343742_<p>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 <em>en-/disabling</em> 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 <em>en-</em> or <em>disabling</em>.</p>...9783031343742_Springer International Publishinglibro_electonico_9783031343742_9783031343742InglésMéxico2023-12-18T00:00:00+00:00Springer International Publishing