EBookClubs

Read Books & Download eBooks Full Online

EBookClubs

Read Books & Download eBooks Full Online

Book Disability and Video Games

Download or read book Disability and Video Games written by Markus Spöhrer and published by Springer Nature. This book was released on 2023-12-18 with total page 365 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Gaming Disability

Download or read book Gaming Disability written by Katie Ellis and published by Taylor & Francis. This book was released on 2022-12-30 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Ability Machines

    Book Details:
  • Author : Sky LaRell Anderson
  • Publisher : Indiana University Press
  • Release : 2024-07-02
  • ISBN : 025307004X
  • Pages : 232 pages

Download or read book Ability Machines written by Sky LaRell Anderson and published by Indiana University Press. This book was released on 2024-07-02 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are both physically and cognitively demanding--so what does that mean for those with a disability or mental illness? Though they may seem at odds, Ability Machines illuminates just how vital video games are to understanding our bodies and abilities. In Ability Machines, Sky LaRell Anderson shows us how video games can help us imagine what our abilities mean and how they engage us physically, behaviorally, and cognitively to envision our agency beyond limitations. On the surface, this can mean games provide power fantasies; more profoundly, games can fundamentally reshape cultural and personal understandings of mental health, illness, disability, and accessibility. Video games are indeed ability machines that produce a reimagined state of agency. Featuring a comparative analysis of key video game titles, including Metal Gear Solid V, Wolfenstein II, Celeste, Devil May Cry 5, Hellblade: Senua's Sacrifice, Hades, Nier: Automata, and more, Ability Machines tackles larger questions of ability and how our bodies relate to interactive media.

Book Disability Media Studies

Download or read book Disability Media Studies written by Elizabeth Ellcessor and published by NYU Press. This book was released on 2017-10-03 with total page 441 pages. Available in PDF, EPUB and Kindle. Book excerpt: Introduces key ideas and offers a sense of the new frontiers and questions in the emerging field of disability media studies Disability Media Studies articulates the formation of a new field of study, based in the rich traditions of media, cultural, and disability studies. Necessarily interdisciplinary and diverse, this collection weaves together work from scholars from a variety of disciplinary homes, into a broader conversation about exploring media artifacts in relation to disability. The book provides a comprehensive overview for anyone interested in the study of disability and media today. Case studies include familiar contemporary examples—such as Iron Man 3, Lady Gaga, and Oscar Pistorius—as well as historical media, independent disability media, reality television, and media technologies. The contributors consider disability representation, the role of media in forming cultural assumptions about ability, the construction of disability via media technologies, and how disabled audiences respond to particular media artifacts. The volume concludes with afterwords from two different perspectives on the field—one by disability scholar Rachel Adams, the other by media scholars Mara Mills and Jonathan Sterne—that reflect upon the collection, the ongoing conversations, and the future of disability media studies. Disability Media Studies is a crucial text for those interested in this flourishing field, and will pave the way for a greater understanding of disability media studies and its critical concepts and conversations.

Book Representation of Disability in Children   s Video Games

Download or read book Representation of Disability in Children s Video Games written by Krystina Madej and published by Taylor & Francis. This book was released on 2024-01-10 with total page 124 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Representation of Disability in Children s Video Games

Download or read book Representation of Disability in Children s Video Games written by Krystina Madej and published by . This book was released on 2024 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "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"--

Book Super Sick

    Book Details:
  • Author : Allison Alexander
  • Publisher : Phoenix Quill Press
  • Release : 2021-05-31
  • ISBN : 9781777087845
  • Pages : 252 pages

Download or read book Super Sick written by Allison Alexander and published by Phoenix Quill Press. This book was released on 2021-05-31 with total page 252 pages. Available in PDF, EPUB and Kindle. Book excerpt: Superheroes aren't sick. They certainly don't have chronic pain, sexual dysfunction, or diarrhea. After all, spandex suits and sudden bowel movements don't mix. Do they? With raw sincerity and tongue-in-cheek humour, Alexander holds nothing back while discussing how to navigate doctors, dating, sex, friendships, faith, and embarrassing symptoms. Part memoir, part research, part pop culture analysis, Super Sick offers a friendly hand to anyone with chronic illness, a reminder that they aren't alone and have much to offer the world. With a new foreword, updated information, and bonus materials, this second edition is a must-read for anyone who has-or knows someone who has-a chronic illness.

Book Decarcerating Disability

Download or read book Decarcerating Disability written by Liat Ben-Moshe and published by U of Minnesota Press. This book was released on 2020-05-19 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt: This vital addition to carceral, prison, and disability studies draws important new links between deinstitutionalization and decarceration Prison abolition and decarceration are increasingly debated, but it is often without taking into account the largest exodus of people from carceral facilities in the twentieth century: the closure of disability institutions and psychiatric hospitals. Decarcerating Disability provides a much-needed corrective, combining a genealogy of deinstitutionalization with critiques of the current prison system. Liat Ben-Moshe provides groundbreaking case studies that show how abolition is not an unattainable goal but rather a reality, and how it plays out in different arenas of incarceration—antipsychiatry, the field of intellectual disabilities, and the fight against the prison-industrial complex. Ben-Moshe discusses a range of topics, including why deinstitutionalization is often wrongly blamed for the rise in incarceration; who resists decarceration and deinstitutionalization, and the coalitions opposing such resistance; and how understanding deinstitutionalization as a form of residential integration makes visible intersections with racial desegregation. By connecting deinstitutionalization with prison abolition, Decarcerating Disability also illuminates some of the limitations of disability rights and inclusion discourses, as well as tactics such as litigation, in securing freedom. Decarcerating Disability’s rich analysis of lived experience, history, and culture helps to chart a way out of a failing system of incarceration.

Book Taming Gaming

    Book Details:
  • Author : Andy Robertson
  • Publisher : Unbound Publishing
  • Release : 2021-01-21
  • ISBN : 1783528931
  • Pages : 379 pages

Download or read book Taming Gaming written by Andy Robertson and published by Unbound Publishing. This book was released on 2021-01-21 with total page 379 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games can instil amazing qualities in children – curiosity, resilience, patience and problem-solving to name a few – but with the World Health Organisation naming gaming disorder as a clinically diagnosable condition, parents and carers can worry about what video games are doing to their children. Andy Robertson has dealt with all of the above, not just over years of covering this topic fo newspapers, radio and television but as a father of three. In this guide, he offers parents and carers practical advice and insights – combining his own experiences with the latest research and guidance from psychologists, industry experts, schools and children's charities – alongside a treasure trove of 'gaming recipes' to test out in your family. Worrying about video game screen time, violence, expense and addiction is an understandable response to scary newspaper headlines. But with first-hand understanding of the video games your children love to play, you can anchor them as a healthy part of family life. Supported by the www.taminggaming.com Family Video Game Database, Taming Gaming leads you into doing this so that video games can stop being a point of argument, worry and stress and start providing fulfilling, connecting and ambitious experiences together as a family.

Book How Video Games Impact Players

Download or read book How Video Games Impact Players written by Ryan Rogers and published by Lexington Books. This book was released on 2016-05-17 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: How Video Games Impact Players provides a balanced and nuanced look at the complex role that video games play in society through an analysis of the positive and negative effects of game rules, feedback, and self-presentation. Rogers examines the positive aspects of video games like their use in education, encouragement of prosocial behaviors, and enablement of mood management, as well as the negative aspects like their association with violence and diversity issues, promotion of substance use behaviors, and their role as an outlet for harassment behaviors.

Book Game World

    Book Details:
  • Author : C.J. Farley
  • Publisher : Akashic Books
  • Release : 2014-01-13
  • ISBN : 1617752061
  • Pages : 290 pages

Download or read book Game World written by C.J. Farley and published by Akashic Books. This book was released on 2014-01-13 with total page 290 pages. Available in PDF, EPUB and Kindle. Book excerpt: "The Narnia for the Social Media Generation." --The Wall Street Journal "By the time of Farley's Game World, gaming had gone digital, and while his book is more fantasy-adventure than puzzle-mystery, there are parallels worthy of discussion, from the nature of the games to the depictions of disabled." --Booklist, included in "Conversation Starters: Recontextualizing the Classics" "Drawn from both video gaming culture and the rich tapestry of Jamaican myth and folklore, blending pointed social satire and mystical philosophy, this exuberant, original hero's journey is a real trip...Exhilarating, thought-provoking and one of a kind." --Kirkus Reviews "Adult author/Wall Street Journal editor Farley's middle-grade debut draws from Jamaican mythology and beliefs, as well as from other cultures, to weave a fast-paced, whimsical mixture of magic and action...the setting lends itself well to memorable imagery and a fun experience." --Publishers Weekly "Farley blends video gaming and Jamaican folklore in this intense, fast-paced middle-grade fantasy that is sure to quickly grab readers." --Booklist "Here (finally!) is a middle-grade action novel that showcases West Indian mythology and features protagonists of color." --School Library Journal "Game World is unique in that its fantasy world, as its name suggests, is built upon characters and stories from actual Jamaican folklore." --Philadelphia Review of Books One of This Spring's Hottest Teen Books, Huffington Post "I found it very hard to set down this excellent novel and do something else without thinking about it....I highly recommend his book to fans of fantasy. Because you will love it!!" --Middle Shelf (reviewed by Teak, age 13) "Farley writes in a straightforward way that is both accessible to younger readers but still interesting to adults." --Persephone Magazine "In his metaphorical world, Farley spares neither the dubious machinations of high finance nor the heartbreak of an orphan." --Center for Fiction "I highly recommend Game World for kids in 4th-12th grade. Parents can read it too and love the characters and story just as much as the kids." --The Family Coach Dylan Rudee's life is an epic fail. He's bullied at school and the aunt who has raised him since he was orphaned as a child just lost her job and their apartment. Dylan's one chance to help his family is the only thing he's good at: video games. The multibillion-dollar company Mee Corp. has announced a televised tournament to find the Game-Changers: the forty-four kids who are the best in the world at playing Xamaica, a role-playing fantasy game that's sweeping the planet. If Dylan can win the top prize, he just might be able to change his life. It turns out that Dylan is the greatest gamer anyone has ever seen, and his skills unlock a real-life fantasy world inside the game. Now actual monsters are trying to kill him, and he is swept up into an adventure along with his too-tall genius sister Emma, his hacker best friend Eli, and Ines Mee, the privileged daughter of Mee Corp.'s mysterious CEO and chief inventor. Along the way they encounter Nestuh, a giant spider who can spin a story but not a web; Baron Zonip, a hummingbird king who rules a wildly wealthy treetop kingdom; and an enchantress named Nanni who, with her shadow army, may be bent on conquering Xamaica and stealing its magic. In order to save his sister and his friends, Dylan must solve a dangerous mystery in three days and uncover secrets about Xamaica, his family, and himself. But will he discover his hidden powers before two worlds--Xamaica and Earth--are completely destroyed?

Book Glued to Games

    Book Details:
  • Author : Scott Rigby
  • Publisher : Bloomsbury Publishing USA
  • Release : 2011-02-18
  • ISBN : 0313362254
  • Pages : 201 pages

Download or read book Glued to Games written by Scott Rigby and published by Bloomsbury Publishing USA. This book was released on 2011-02-18 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers a practical yet powerful way to understand the psychological appeal and strong motivation to play video games. With video game sales in the billions and anxious concerns about their long-term effects growing louder, Glued to Games: How Video Games Draw Us In and Hold Us Spellbound brings something new to the discussion. It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, Glued to Games gets to the heart of gaming's powerful psychological and emotional allure—the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.

Book Disability in Comic Books and Graphic Narratives

Download or read book Disability in Comic Books and Graphic Narratives written by C. Foss and published by Springer. This book was released on 2016-04-08 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: As there has yet to be any substantial scrutiny of the complex confluences a more sustained dialogue between disability studies and comics studies might suggest, Disability in Comic Books and Graphic Narratives aims through its broad range of approaches and focus points to explore this exciting subject in productive and provocative ways.

Book Playing Video Games

Download or read book Playing Video Games written by Peter Vorderer and published by Routledge. This book was released on 2012-10-12 with total page 605 pages. Available in PDF, EPUB and Kindle. Book excerpt: From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research. This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.

Book Black Disabled Art History 101

Download or read book Black Disabled Art History 101 written by Leroy F. Moore and published by . This book was released on 2016-12 with total page 111 pages. Available in PDF, EPUB and Kindle. Book excerpt: Black disabled and Deaf artists have always existed. They were on street corners down South singing the Blues, spray painting on New York subways, and bringing sign language to the big screen. Today, young Black disabled artists are finding their own way to the stage and studio, some with a paintbrush in their mouth, like Alana C. Tillman, and some with a drumstick in their hands, like Vita E. Cleveland. As a Black disabled youth in the 1970's and 1980's, I wished that there was a book like the one you are holding now. No more wishing - the book is here!

Book Instagram

    Book Details:
  • Author : Tama Leaver
  • Publisher : Polity
  • Release : 2020-02-10
  • ISBN : 9781509534395
  • Pages : 0 pages

Download or read book Instagram written by Tama Leaver and published by Polity. This book was released on 2020-02-10 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Instagram is at the heart of global digital culture, having made selfies, filters and square frames an inescapable part of everyday life since it was launched in 2010. In the first book-length examination of Instagram, Tama Leaver, Tim Highfield and Crystal Abidin trace how this quintessential mobile photography app has developed as a platform and a culture. They consider aspects such as the new visual social media aesthetics, the rise of Influencers and new visual economies, and the complex politics of the platform as well as examining how Instagram's users change their use of the platform over time and respond to evolving features. The book highlights the different ways Instagram is used by subcultural groups around the world, and how museums, restaurants and public spaces are striving to be 'Insta-worthy'. Far from just capturing milestones and moments, the authors argue that Instagram has altered the ways people communicate and share, while also creating new approaches to marketing, advertising, politics and the design of spaces and venues. Rich with grounded examples from across the world, from birth pictures to selfies at funerals, Instagram is essential reading for students and scholars of media and communication.

Book Video Games

    Book Details:
  • Author : Kevin Hile
  • Publisher : Greenhaven Publishing LLC
  • Release : 2009-10-26
  • ISBN : 1420501704
  • Pages : 106 pages

Download or read book Video Games written by Kevin Hile and published by Greenhaven Publishing LLC. This book was released on 2009-10-26 with total page 106 pages. Available in PDF, EPUB and Kindle. Book excerpt: The evolution of the video game is incredible; from a two-colored screen with paddle and pong to fully immersive alternate playing worlds, it is one technology that seems to be constantly evolving. This volume explains the history of video games, the considerations of their impact on players and society, and how they can be used as educational tools. Readers will learn about the future of video games as well.