This chapter examines the relationship between disability, mobile technology and gaming, with a specific focus on the augmented reality mobile game Pokémon Go. Current research and commentary on the experience people with disabilities have of Pokémon Go and other augmented reality mobile games has focused on either inaccessibility (specific for people with mobility impairments) or the opportunity these games provide as a learning tool, specifically for people with intellectual disabilities and autism. This chapter reviews this commentary, arguing the nature of this game – located both within and outside of the mediated format of gaming – allows for an extended understanding of access. In particular, utilising the social model of disability ...
Our presentation seeks to address current pitfalls within AR mobile game design, and offer up a set ...
This phenomenological study opens up the embodied nature of play, adding to the field’s understandin...
The aim of this paper is to analyse the effects on the everyday world of actual Augmented Reality ga...
This chapter explores the various modalities of mobile gaming and how mobile play is reshaping urban...
Hybrid reality games such as Pokémon GO enable new approaches to embodied space that problematise tr...
The mobile gaming phenomenon Pokémon Go is one of the first successful mainstream games to feature a...
Pokémon Go arguably depicts the most popular adoption of augmented reality (AR) technology on any pl...
Computer games represent today one of the most important businesses in the IT industry, as well as o...
Mobile Augmented Reality (AR) games are changing the way players interact with other players and in ...
The mobile gaming phenomenon Pokémon Go features augmented reality components that give players the ...
Abstract Nowadays, the use of mobile devices is increasingly frequent. In many occasions they are u...
The article focuses on the socio-spatial accessibility of the city, taking into account the phenomen...
Within the context of culture, disability has long existed as a stigmatizing quality (Goffman, 1963)...
This thesis analyses the role of the screen in defining disability and accessibility in the dominant...
Video games that are used as teaching tools are called serious games. However, there is an important...
Our presentation seeks to address current pitfalls within AR mobile game design, and offer up a set ...
This phenomenological study opens up the embodied nature of play, adding to the field’s understandin...
The aim of this paper is to analyse the effects on the everyday world of actual Augmented Reality ga...
This chapter explores the various modalities of mobile gaming and how mobile play is reshaping urban...
Hybrid reality games such as Pokémon GO enable new approaches to embodied space that problematise tr...
The mobile gaming phenomenon Pokémon Go is one of the first successful mainstream games to feature a...
Pokémon Go arguably depicts the most popular adoption of augmented reality (AR) technology on any pl...
Computer games represent today one of the most important businesses in the IT industry, as well as o...
Mobile Augmented Reality (AR) games are changing the way players interact with other players and in ...
The mobile gaming phenomenon Pokémon Go features augmented reality components that give players the ...
Abstract Nowadays, the use of mobile devices is increasingly frequent. In many occasions they are u...
The article focuses on the socio-spatial accessibility of the city, taking into account the phenomen...
Within the context of culture, disability has long existed as a stigmatizing quality (Goffman, 1963)...
This thesis analyses the role of the screen in defining disability and accessibility in the dominant...
Video games that are used as teaching tools are called serious games. However, there is an important...
Our presentation seeks to address current pitfalls within AR mobile game design, and offer up a set ...
This phenomenological study opens up the embodied nature of play, adding to the field’s understandin...
The aim of this paper is to analyse the effects on the everyday world of actual Augmented Reality ga...