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Representation of Disability in Children's Video Games

Author : Krystina Madej
Publisher :
Page : 0 pages
File Size : 49,69 MB
Release : 2024
Category : Child development
ISBN : 9781032553894

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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"--

Representation of Disability in Children’s Video Games

Author : Krystina Madej
Publisher : Taylor & Francis
Page : 124 pages
File Size : 20,50 MB
Release : 2024-01-10
Category : 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.

Gaming Disability

Author : Katie Ellis
Publisher : Taylor & Francis
Page : 246 pages
File Size : 50,83 MB
Release : 2022-12-30
Category : 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

Author : Markus Spöhrer
Publisher : Springer Nature
Page : 365 pages
File Size : 12,70 MB
Release : 2023-12-18
Category : 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.

Beau and His New AFO

Author : Stephanie Blunt
Publisher :
Page : 67 pages
File Size : 20,9 MB
Release : 2020-01-09
Category :
ISBN : 9781712919842

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We share a vision to improve the way children, families and clinicians in our field communicate. Children have a unique way of grasping information especially when it excites them. With this in mind, we've created a book to make it easier for kids to understand the "why" behind the instructions they receive so they can take ownership of their AFO and its care. It's our hope that this colourful, child-friendly book with become a well-loved resource that children and their families can hold on to, learn from, and read time and time again! What Makes Our Story Unique?*Written in an accessible language*Communicates visually *Allows for direct input from clinicians with a note section and a personalized wearing schedule Why is our story important?*First children resource of its kind *Aids in communication between caregivers*Encourages children to take pride in and care of their AFO

The Routledge International Handbook of Children, Adolescents, and Media

Author : Dafna Lemish
Publisher : Taylor & Francis
Page : 606 pages
File Size : 45,21 MB
Release : 2022-05-30
Category : Social Science
ISBN : 1000574946

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This second, thoroughly updated edition of The Routledge International Handbook of Children, Adolescents, and Media analyzes a broad range of complementary areas of study, including children as media consumers, children as active participants in media making, and representations of children in the media. The roles that media play in the lives of children and adolescents, as well as their potential implications for their cognitive, emotional, social, and behavioral development, have attracted growing research attention in a variety of disciplines. This handbook presents a collection that spans a variety of disciplines including developmental psychology, media studies, public health, education, feminist studies, and the sociology of childhood. Chapters provide a unique intellectual mapping of current knowledge, exploring the relationship between children and media in local, national, and global contexts. Divided into five parts, each with an introduction explaining the themes and topics covered, the Handbook features over 50 contributions from leading and upcoming academics from around the globe. The revised and new chapters consider vital questions by analyzing texts, audience, and institutions, including: media and its effects on children’s mental health children and the internet of toys media and digital inequalities news and citizenship in the aftermath of COVID-19 The Handbook’s interdisciplinary approach and comprehensive, current, and international scope make it an authoritative, state-of-the-art guide to the field of children’s media studies. It will be indispensable for media scholars and professionals, policy makers, educators, and parents.

Media and the American Child

Author : George Comstock
Publisher : Elsevier
Page : 388 pages
File Size : 18,69 MB
Release : 2010-07-27
Category : Performing Arts
ISBN : 0080479375

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Media and the American Child summarizes the research on all forms of media on children, looking at how much time they spend with media everyday, television programming and its impact on children, how advertising has changed to appeal directly to children and the effects on children and the consumer behavior of parents, the relationship between media use and scholastic achievement, the influence of violence in media on anti-social behavior, and the role of media in influencing attitudes on body image, sex and work roles, fashion, & lifestyle. The average American child, aged 2-17, watches 25 hours of TV per week, plays 1 hr per day of video or computer games, and spends an additional 36 min per day on the internet. 19% of children watch more than 35 hrs per week of TV. This in the face of research that shows TV watching beyond 10 hours per week decreases scholastic performance. In 1991, George Comstock published Television and the American Child, which immediately became THE standard reference for the research community of the effects of television on children. Since then, interest in the topic has mushroomed, as the availability and access of media to children has become more widespread and occurs earlier in their lifetimes. No longer restricted to television, media impacts children through the internet, computer and video games, as well as television and the movies. There are videos designed for infants, claiming to improve cognitive development, television programs aimed for younger and younger children-even pre-literates, computer programs aimed for toddlers, and increasingly graphic, interactive violent computer games. Presents the most recent research on the media use of young people Investigates the content of children's media and addresses areas of great concern including violence, sexual behavior, and commercialization Discusses policy making in the area of children and the media Focuses on experiences unique to children and adolescents

Disability Representation in Film, TV, and Print Media

Author : Michael S. Jeffress
Publisher : Routledge
Page : 272 pages
File Size : 31,74 MB
Release : 2021-08-19
Category : Social Science
ISBN : 1000435075

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Using sources from a wide variety of print and digital media, this book discusses the need for ample and healthy portrayals of disability and neurodiversity in the media, as the primary way that most people learn about conditions. It contains 13 newly written chapters drawing on representations of disability in popular culture from film, television, and print media in both the Global North and the Global South, including the United States, Canada, India, and Kenya. Although disability is often framed using a limited range of stereotypical tropes such as victims, supercrips, or suffering patients, this book shows how disability and neurodiversity are making their way into more mainstream media productions and publications with movies, television shows, and books featuring prominent and even lead characters with disabilities or neurodiversity. Disability Representation in Film, TV, and Print Media will be of interest to all scholars and students of disability studies, cultural studies, film studies, gender studies, and sociology more broadly.

Disability Identity in Simulation Narratives

Author : Anelise Haukaas
Publisher : Springer Nature
Page : 198 pages
File Size : 14,61 MB
Release : 2023-12-14
Category : Literary Criticism
ISBN : 3031444825

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Disability Identity in Simulation Narratives considers the relationship between disability identity and simulation activities (ranging from traditional gameplay to more revolutionary technology) in contemporary science fiction. Anelise Haukaas applies posthumanist theory to an examination of disability identity in a variety of science fiction texts: adult novels, young adult literature and comics, as well as ethnographic research with gamers. Haukaas argues that instead of being a means of escapism, simulated experiences are a valuable tool for cultivating self-acceptance and promoting empathy. Through increasingly accessible technology and innovative gameplay, traditional hierarchies are dismantled, and different ways of being are both explored and validated. Ultimately, the book aims to expand our understandings of disability, performance, and self-creation in significant ways by exploring the boundless selves that the simulated environments in these texts allow.

Physical Play and Children’s Digital Games

Author : Krystina Madej
Publisher : Springer
Page : 99 pages
File Size : 21,92 MB
Release : 2016-11-25
Category : Computers
ISBN : 3319428756

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Play engages humans cognitively, emotionally, and physically at all ages. Using a historical framework, and focusing on play as represented by material artifacts such as toys and games, this book explores play as a form of somatic engagement that reflects cultural attitudes about development and learning as these have evolved over time in western culture. Theorists in the twentieth century such as Klein and Winnicott, Huizinga and Callois, Piaget, Bruner and Vygotsy brought different perspectives to our understanding of play’s role in our society. In particular, Vygotsky’s theories about process provide insight into how children attend to learning and assimilate new information. The increasing use of digital media as both an entertainment and learning environment at ever-younger ages, is generating new discussions about the nature and value of play in children’s development, in particular, physical, or somatic play. The emphasis on games intended for children necessitates a discussion of the cognitive, behavioral, and neuroscience that supports play activities and physical engagement as a crucial aspect of development. The book then looks at the trajectory of digital games in contemporary culture and explores whether these artifacts (whether intended for learning or entertainment) have extended or are curtailing boundaries of somatic engagement. Finally, the book discusses alternative play and game design and, speculates on the future of new media play artifacts.