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Añadir al carritoTaschenbuch. Condición: Neu. Representation of Disability in Children's Video Games | Krystina Madej | Taschenbuch | Einband - flex.(Paperback) | Englisch | 2025 | Routledge | EAN 9781032553894 | Verantwortliche Person für die EU: Taylor & Francis Verlag GmbH, Kaufingerstr. 24, 80331 München, gpsr[at]taylorandfrancis[dot]com | Anbieter: preigu.
Idioma: Inglés
Publicado por Taylor & Francis Ltd, London, 2025
ISBN 10: 1032553898 ISBN 13: 9781032553894
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Añadir al carritoPaperback. Condición: new. Paperback. Representation of Disability in Childrens Video Games looks at how childrens 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 play with characters with disabilities in narrative video games.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 childrens video games maps against cognitive development and the psychomotor and cognitive needs and abilities of children 312. Through close readings of over 40 PEGI 3 and PEGI 7 (ESRB E, 10+) games and analysis of games as diverse as Backyard Baseball and Sly Cooper, the author defines broad categories of representation: representation as cosmetic, providing exposure but not game play utility; as incidental, used as a device that provides purpose for the narrative; or as more authentically representing 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 childrens 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 topics such as behavioural science, ethics, and HCI, as well as in sociology, communications, and digital media. It is pertinent in particular to game developers and to educators, disability advocates, parents, and policy makers. Representation of Disability in Childrens Video Games looks at how childrens engagement with characters and stories in video games helps create the perception of disability they have as teens and adults. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
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Añadir al carritoTaschenbuch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Representation of Disability in Children's Video Gameslooks 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 play with characters with disabilities in narrative video games.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 3-12. Through close readings of over 40 PEGI 3 and PEGI 7 (ESRB E, 10+) games and analysis of games as diverse as Backyard Baseball and Sly Cooper, the author definesbroad categories of representation: representationas cosmetic, providing exposure but not game play utility;as incidental, used as a device that provides purpose for the narrative; oras more authentically representing 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 topics such as behavioural science, ethics, and HCI, as well as insociology, communications, and digital media. It is pertinent in particular to game developers and to educators, disability advocates, parents, and policy makers. 122 pp. Englisch.
Idioma: Inglés
Publicado por Taylor & Francis Ltd, London, 2025
ISBN 10: 1032553898 ISBN 13: 9781032553894
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Añadir al carritoPaperback. Condición: new. Paperback. Representation of Disability in Childrens Video Games looks at how childrens 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 play with characters with disabilities in narrative video games.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 childrens video games maps against cognitive development and the psychomotor and cognitive needs and abilities of children 312. Through close readings of over 40 PEGI 3 and PEGI 7 (ESRB E, 10+) games and analysis of games as diverse as Backyard Baseball and Sly Cooper, the author defines broad categories of representation: representation as cosmetic, providing exposure but not game play utility; as incidental, used as a device that provides purpose for the narrative; or as more authentically representing 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 childrens 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 topics such as behavioural science, ethics, and HCI, as well as in sociology, communications, and digital media. It is pertinent in particular to game developers and to educators, disability advocates, parents, and policy makers. Representation of Disability in Childrens Video Games looks at how childrens engagement with characters and stories in video games helps create the perception of disability they have as teens and adults. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
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Añadir al carritoCondición: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Krystina Madej researched children s narrative games at Georgia Tech in Atlanta, Georgia for ten years and currently holds a Research Professorship in The Centre for Games and Animation at the University of Lower Silesia in Wroclaw, Poland.
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Añadir al carritoTaschenbuch. Condición: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Representation of Disability in Children's Video Gameslooks 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 play with characters with disabilities in narrative video games.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 3-12. Through close readings of over 40 PEGI 3 and PEGI 7 (ESRB E, 10+) games and analysis of games as diverse as Backyard Baseball and Sly Cooper, the author definesbroad categories of representation: representationas cosmetic, providing exposure but not game play utility;as incidental, used as a device that provides purpose for the narrative; oras more authentically representing 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 topics such as behavioural science, ethics, and HCI, as well as insociology, communications, and digital media. It is pertinent in particular to game developers and to educators, disability advocates, parents, and policy makers.
Idioma: Inglés
Publicado por Taylor & Francis Ltd, London, 2025
ISBN 10: 1032553898 ISBN 13: 9781032553894
Librería: AussieBookSeller, Truganina, VIC, Australia
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Añadir al carritoPaperback. Condición: new. Paperback. Representation of Disability in Childrens Video Games looks at how childrens 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 play with characters with disabilities in narrative video games.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 childrens video games maps against cognitive development and the psychomotor and cognitive needs and abilities of children 312. Through close readings of over 40 PEGI 3 and PEGI 7 (ESRB E, 10+) games and analysis of games as diverse as Backyard Baseball and Sly Cooper, the author defines broad categories of representation: representation as cosmetic, providing exposure but not game play utility; as incidental, used as a device that provides purpose for the narrative; or as more authentically representing 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 childrens 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 topics such as behavioural science, ethics, and HCI, as well as in sociology, communications, and digital media. It is pertinent in particular to game developers and to educators, disability advocates, parents, and policy makers. Representation of Disability in Childrens Video Games looks at how childrens engagement with characters and stories in video games helps create the perception of disability they have as teens and adults. This item is printed on demand. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.