This project evaluates the current state accessibility of video games, specifically in terms of designing for disability. We evaluate 50 games chosen for their sales data, critical reception …
L Hassan - new media & society, 2024 - journals.sagepub.com
Digital game technologies, that is, games and emerging game-based applications, are pervasively spread in society as a means of entertainment, education and exercise, amongst …
SLR Anderson - Game Studies, 2017 - gamestudies.org
Recent videogames research has followed a trend of studying the human element of gaming, meaning the people, bodies and physical contexts of gaming. Across disciplines …
Virtual Reality (VR) holds the promise of providing engaging embodied experiences, but little is known about how people with disabilities engage with it. We explore challenges and …
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 …
P Jagoda - Critical inquiry, 2018 - journals.uchicago.edu
The interest, which we have in any game, engages our attention, without which we can have no enjoyment, either in that or in any other action. Our attention being once engag'd, the …
This study investigates the strategies video game streamers with disabilities employ to navigate their identity as gamers as it relates to their subject positions as persons with …
L De Wildt, S Aupers - European Journal of Cultural Studies, 2019 - journals.sagepub.com
In contemporary 'post-secular society', videogames like Assassin's Creed, BioShock Infinite or World of Warcraft are suffused with religious elements. Departing from a critique on …
P Ruffino - Convergence, 2022 - journals.sagepub.com
Towards the end of Rockstar Games' Red Dead Redemption 2 (2018), the main character Arthur Morgan contracts tuberculosis. The videogame is set in the United States in 1899, a …