<p>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.</p><p>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 <i>Pokémon Go</i>. The book asks how game developers can attempt to represent diverse abilities taking games such as <i>BlindSide</i> and <i>Overwatch</i> as examples.</p><p>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.</p>
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