Methodology, representation, and games

D Carr - Games and Culture, 2019 - journals.sagepub.com
This article is about textual analysis, methodology, and representations (of bodies, identities
and social groups) in digital games. The issues under consideration include textual analysis …

Designing for disability: Evaluating the state of accessibility design in video games

M Brown, SLR Anderson - Games and Culture, 2021 - journals.sagepub.com
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 …

Accessibility of games and game-based applications: A systematic literature review and mapping of future directions

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 …

[HTML][HTML] Watching people is not a game: Interactive online corporeality, Twitch. tv and videogame streams

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 games for people using wheelchairs

K Gerling, P Dickinson, K Hicks, L Mason… - Proceedings of the …, 2020 - dl.acm.org
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 …

Disability and video games journalism: A discourse analysis of accessibility and gaming culture

SLR Anderson, K Schrier - Games and Culture, 2022 - journals.sagepub.com
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 …

On difficulty in video games: Mechanics, interpretation, affect

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 …

Gamer identities of video game live streamers with disabilities

SLR Anderson, MR Johnson - Information, Communication & …, 2022 - Taylor & Francis
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 …

Playing the Other: Role-playing religion in videogames

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 …

There is no cure: Paratexts as remediations of agency in Red Dead Redemption 2

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 …