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Disability and Video Games

Disability and Video Games Practices of En-/Disabling Modes of Digital Gaming - Palgrave Games in Context

Hardback (19 Dec 2023)

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Publisher's Synopsis

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

About the Publisher

Palgrave Macmillan

From award-winning research which changes the world to textbooks and study guides which educate and inspire, we publish across the humanities, social sciences and business for academics, students, professionals and librarians worldwide.With offices in London and New York, and sales teams across 50 countries, we have a global reach and as part of Macmillan Science and Education, are proud to uphold an unbroken tradition of over 170 years of academic publishing.

Book information

ISBN: 9783031343735
Publisher: Springer International Publishing
Imprint: Palgrave Macmillan
Pub date:
DEWEY: 794.8087
DEWEY edition: 23
Language: English
Number of pages: 345
Weight: 626g
Height: 158mm
Width: 219mm
Spine width: 30mm