Librería: killarneybooks, Inagh, CLARE, Irlanda
Original o primera edición
EUR 69,50
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Añadir al carritoHardcover. Condición: Fine. 1st Edition. Hardcover, xix + 357 pages, NOT ex-library. Book is clean and bright throughout with unmarked text, free of inscriptions and stamps, firmly bound. Issued without a dust jacket. -- This interdisciplinary book explores the relationship between digital gaming, accessibility, and disability studies. It shifts away from medical models that view disability as a "deficit" and instead examines how gaming infrastructures - human and technological - can either enable or disable players. The volume's central premise is that disability is not an essential characteristic of a person, but a result of complex infrastructures of play. The authors argue against the traditional view that users are either "normal" or "unable to play" due to physical limitations. The book analyzes how the interplay between hardware, software, and human practices creates situations of access or exclusion. Individual chapters provide historical, technical, and critical perspectives on the gaming landscape. They trace the development of accessible gaming back to the 1970s, covering amateur "DIY" practices, voice-enabled gaming, and the history of eye-tracking as an alternative interaction method. The book also explores how commercial games often reinforce ableist power structures through mechanics that prioritize mastery, autonomy, and precision - traits that align with "toxic meritocracy". A roundtable discussion addresses why gaming with disabilities is often categorized as "serious" or "therapeutic" rather than purely for pleasure or entertainment. The volume features interviews with leaders in the field, including Mark Barlet, co-founder of AbleGamers, regarding the development of inclusive hardware like the Microsoft Adaptive Controller. Contributors review current game accessibility guidelines and how they intersect with broader socio-political trends toward inclusion.
Librería: Ria Christie Collections, Uxbridge, Reino Unido
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Librería: California Books, Miami, FL, Estados Unidos de America
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Añadir al carritoCondición: New. 2023. Hardcover. . . . . .
Idioma: Inglés
Publicado por Springer International Publishing, Springer Nature Switzerland, 2023
ISBN 10: 3031343735 ISBN 13: 9783031343735
Librería: AHA-BUCH GmbH, Einbeck, Alemania
EUR 160,49
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Añadir al carritoBuch. Condición: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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.
Idioma: Inglés
Publicado por Springer International Publishing, Springer Nature Switzerland Dez 2023, 2023
ISBN 10: 3031343735 ISBN 13: 9783031343735
Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemania
EUR 160,49
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Añadir al carritoBuch. Condición: Neu. Neuware -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.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 380 pp. Englisch.
Librería: UK BOOKS STORE, London, LONDO, Reino Unido
EUR 229,58
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Añadir al carritoCondición: New. Brand New! Fast Delivery This is an International Edition and ship within 24-48 hours. Deliver by FedEx and Dhl, & Aramex, UPS, & USPS and we do accept APO and PO BOX Addresses. Order can be delivered worldwide within 7-12 days and we do have flat rate for up to 2LB. Extra shipping charges will be requested if the Book weight is more than 5 LB. This Item May be shipped from India, United states & United Kingdom. Depending on your location and availability.
Librería: Revaluation Books, Exeter, Reino Unido
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Añadir al carritoHardcover. Condición: Brand New. 357 pages. 8.50x6.25x1.00 inches. In Stock.
Librería: Kennys Bookstore, Olney, MD, Estados Unidos de America
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Añadir al carritoCondición: New. 2023. Hardcover. . . . . . Books ship from the US and Ireland.
Librería: Brook Bookstore On Demand, Napoli, NA, Italia
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Añadir al carritoCondición: new. Questo è un articolo print on demand.
Idioma: Inglés
Publicado por Springer International Publishing, Springer Nature Switzerland Dez 2023, 2023
ISBN 10: 3031343735 ISBN 13: 9783031343735
Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Alemania
EUR 160,49
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Añadir al carritoBuch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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. 380 pp. Englisch.
Idioma: Inglés
Publicado por Springer International Publishing, 2023
ISBN 10: 3031343735 ISBN 13: 9783031343735
Librería: moluna, Greven, Alemania
EUR 137,26
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Añadir al carritoGebunden. Condición: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Offers practical & critical perspectives, overviews, applications on accessibility technologies, practices, & historiesProvides suggestions for academics, educators, teachers, digital game designers, and developers as well as gamersFunction.
Librería: preigu, Osnabrück, Alemania
EUR 146,50
Cantidad disponible: 5 disponibles
Añadir al carritoBuch. Condición: Neu. Disability and Video Games | Practices of En-/Disabling Modes of Digital Gaming | Markus Spöhrer (u. a.) | Buch | xix | Englisch | 2023 | Palgrave Macmillan | EAN 9783031343735 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu Print on Demand.