In this article, we conduct a discourse analysis of 60 articles to reveal themes that describe how games journalism reflects and constitutes understandings of disability and accessibility in gaming. First, we map prior research on media’s relationship to disability, as well as approaches to disability in game studies, including the introduction of two primary paradigms for addressing issues of accessibility in gaming. Second, the project reveals six thematic categories that describe how game journalism reflects and constitutes understandings of disability and accessibility in gaming: gamers with disabilities, portraying disability, game design, game controllers, discussing accessibility, and advocacy. Further comparison of the categories re...
This project evaluates the current state accessibility of video games, specifically in terms of desi...
This project evaluates the current state accessibility of video games, specifically in terms of desi...
It is increasingly recognized that there are many players of mainstream digital games who have some ...
In this article, we conduct a discourse analysis of 60 articles to reveal themes that describe how g...
In this article, we conduct a discourse analysis of 60 articles to reveal themes that describe how g...
Within the context of culture, disability has long existed as a stigmatizing quality (Goffman, 1963)...
Within the context of culture, disability has long existed as a stigmatizing quality (Goffman, 1963)...
This article explores existing connections between disability studies and game studies, and suggests...
Games and game-based applications are part of entertainment, learning, socialization, and many other...
Games and game-based applications are part of entertainment, learning, socialization, and many other...
Gaming among young people with disabilities is often understood within a habilitation frame, as if v...
Games and game-based applications are part of entertainment, learning, socialization, and many other...
Videogameplay is an activity that requires a player to overcome different challenges in order to acc...
There has been a large body of research focused on the representation of gender in video games. Disp...
As a medium that combines story, visuals, and user interaction, video games are appealing to a large...
This project evaluates the current state accessibility of video games, specifically in terms of desi...
This project evaluates the current state accessibility of video games, specifically in terms of desi...
It is increasingly recognized that there are many players of mainstream digital games who have some ...
In this article, we conduct a discourse analysis of 60 articles to reveal themes that describe how g...
In this article, we conduct a discourse analysis of 60 articles to reveal themes that describe how g...
Within the context of culture, disability has long existed as a stigmatizing quality (Goffman, 1963)...
Within the context of culture, disability has long existed as a stigmatizing quality (Goffman, 1963)...
This article explores existing connections between disability studies and game studies, and suggests...
Games and game-based applications are part of entertainment, learning, socialization, and many other...
Games and game-based applications are part of entertainment, learning, socialization, and many other...
Gaming among young people with disabilities is often understood within a habilitation frame, as if v...
Games and game-based applications are part of entertainment, learning, socialization, and many other...
Videogameplay is an activity that requires a player to overcome different challenges in order to acc...
There has been a large body of research focused on the representation of gender in video games. Disp...
As a medium that combines story, visuals, and user interaction, video games are appealing to a large...
This project evaluates the current state accessibility of video games, specifically in terms of desi...
This project evaluates the current state accessibility of video games, specifically in terms of desi...
It is increasingly recognized that there are many players of mainstream digital games who have some ...