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از ساعت 7 صبح تا 10 شب
ویرایش: [1 ed.]
نویسندگان: Markus Spöhrer. Beate Ochsner
سری: Palgrave Games in Context
ISBN (شابک) : 9783031343735, 9783031343742
ناشر: Palgrave Macmillan Cham
سال نشر: 2023
تعداد صفحات: 357
[365]
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 10 Mb
در صورت تبدیل فایل کتاب Disability and Video Games: Practices of En-/Disabling Modes of Digital Gaming به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب ناتوانی و بازی های ویدیویی: شیوه های فعال/غیرفعال کردن حالت های بازی دیجیتال نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
این مجموعه قصد دارد یک شکاف تحقیقاتی طولانی مدت در مورد جنبه های عمل شناختی روابط بین ناتوانی، دسترسی و بازی دیجیتال را پر کند. این بر این سؤال تمرکز خواهد کرد که چگونه مطالعات بازی میتواند از دیدگاه مطالعات ناتوانی در زمینه فعال کردن/غیرفعال کردن بازیها و مسائل مربوط به ناتوانی، (عدم)دسترسی و توانایی، و بالعکس، سود ببرد. به جای خروج از مدل پزشکی ناتوانی که طیف وسیعی از نشریات را در مورد بازیهای «معلول» اطلاع میدهد و کاربران را بهعنوان «توانبالا»، «عادی» یا «معلول»، «کمبود» یا «ناتوان» میداند. بازی، فرض اصلی ما این است که ناتوانی یک ویژگی اساسی سوژه بازی نیست. ما ترجیح میدهیم زیرساختهای پیچیده بازی را تحلیل کنیم، یعنی تعامل پیچیده بازیگران انسانی و غیرانسانی ناهمگون، که فعال یا ناتوان کننده هستند.
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.
Acknowledgment Contents Notes on Contributors List of Figures List of Tables Chapter 1: Dis-/Ability, Accessibility and Video Games: Chapters in the Context of a Research Overview Digital Games as En-/Disabling Media: A Research Desideratum En-/Disabling Interfaces: History and Present Problematic Aprioris and Ableist Ideologies Accessibility: Guidelines, Practice and Legal Issues Prospect Bibliography Games Part I: En-/Disabling Interfaces: History and Present Chapter 2: Game Interfaces as Disabling Infrastructures Introduction The Biopolitics of Game Interfacing Contesting the Interface The Game-Maker’s Duty? Bibliography Games Chapter 3: Who Can Play? Rethinking Video Game Controllers and Accessibility Introduction The Video Game Interface Affordances The Evolution of Video Game Controllers Paddle Joystick D-pad Analogue Stick Gestural and Motion Control Control Dimensionality over Time Precarity of Access Existing Approaches to Disability and Gaming Remapping Controls Modified Controllers Alternate Controllers Modular Controllers Collaborative Systems and Asymmetric Roles Discussion and Conclusions Future Developments References Games Chapter 4: A History of Disability and Voice-Enabled Gaming from the 1970s to Intelligent Personal Assistants Introduction What Is Voice-Enabled Gaming: Interface Technologies and Gameplay Mechanisms 1970s–1980: Accidentally Accessible Voice-Enacted Gaming 1990s–2000: Boosts in Technology: From Accidents to Adaptivity 2010 and Beyond: The Rise of Smart Technologies and the Ubiquity of Voice Interaction Conclusion: Voice Interaction Games—A Game Changer for Accessible Gaming? Bibliography Games Chapter 5: Playing with the Eyes. A Media History of Eye Tracking Introduction A Media History of Eye Tracking AAC: From Eye Tracking to Gaze Control Eye Tracking and Gaming Conclusion Bibliography Games Chapter 6: Interview with Mark Barlet (AbleGamers) “The Failure of AbleGamers 1.0” “They Didn’t Need Hardware Fixes, It Was Software” Accessibility as a Market Differentiator “Includification”—The Becoming of AbleGamers APX—Accessible Player Experience Accessibility Guidelines “Now We Are Performing Services” “Standardize the First 80% and Customize the Last 20%” “Accessibility Is Not a Disability Problem” “Accessibility Is Not Binary” “Our Mission Is to Enable Play to Combat Social Isolation” “Games Are Here to Stay” “I Dare Microsoft to Sue Us” “Doing More” Games Part II: Problematic Aprioris and Ableist Ideologies: (De)Constructing Dis/Ability Chapter 7: Dis/Enabled Playing: Ableist Ideologies and Abledness Consolidation in Video Games’ Mechanics and Infrastructures Introduction Resident Evil 4 Control(s) and Disability Autonomy and Ableism Efficiency and (Dis)Ability Assessment and Reaffirmation of Abledness Classification, Ambiguity and Threats to the Dis/Abled Constitutional Divide Test of Compatibility and Exclusion from Enabling Experiences Super Mario World and Other Mainstream Games Level Design and Performances of (Over)Abledness Difficulty and Dis/Ability Meritocracy and Access to Game Content Consistency and Certainty of Controls and Actions Difficulty in Representing Injustices in Game Mechanics Ableism, the Gaming Industry and Capitalist Exploitation Conclusion Bibliography Games Chapter 8: The Mediality of Dis/Ability: Producing ‘Disability’ and ‘Ability’ in the Realm of Digital Games Introduction The Discursive Construction of Dis/Ability The Mediality of Dis/Ability The Production of Digital Games The Content of Digital Games The Usage of Digital Games The Form of Digital Games Conclusion References Games Chapter 9: Intersections Between Gaming and Dis/Abilities (Roundtable) Introduction ‘Logic of Fixing’: Between Fixing and Empowering… Serious Gaming Universal Access Presentation Round Socially or Technologically Driven? Internal and External Motivation Cooperation Versus Competitivity Choosing the Right Character References Games Part III: Accessibility: Guidelines, Practice and Legal Issues Chapter 10: Accessibility by Numbers: A Critical Review of Game Accessibility Guidelines Introduction MediaLT Guidelines (2004) WCAG 2.0 Guidelines (2008) GameAccessibilityGuidelines.com (2017) Xbox Accessibility Guidelines (2020) Case Study Evaluation Method and Titles for Evaluation Results Total and Per Platform Per Title Per Game Accessibility Guideline Document Per GAG Guidelines Difficulty Per Xbox Accessibility Guidelines Persona Significant Sections Significant Guidelines Inapplicable Guidelines Discussion Which Accessibility Guideline Document Uncovers the Most Issues with Existing Games from a Player Perspective? Which Areas of Accessibility (e.g. Sound, Input) Fail Most to Satisfy the Accessibility Guideline Documents? Do the Basic, Intermediate, and Advanced GAG Document Guidelines Correlate to the Frequency That the Evaluated Games Implement These Guidelines? Or: As the “Difficulty” of the GAG Document Guidelines Increase, Are These Guidelines Satisfied Less Frequ Do the Personas That Feature Most Frequently in the Xbox Accessibility Guidelines Overlap with the Evaluation’s Least Accessible Results? Do Xbox Titles Satisfy the Xbox Accessibility Guidelines Document Better Than They Satisfy Microsoft Windows or Nintendo Switch Titles? Are the Game Accessibility Guideline Documents Efficient in Their Evaluation of Platforms and Titles? Or: Do the Game Accessibility Guideline Documents Avoid Wasting Evaluators’ Time by Returning a Low Percentage of Inapplicable Guidelines (Guideline Are Any Areas of Accessibility or Specific Recommendations “Solved”, in That They Are Successfully Executed Universally? In Contrast, Are Any Areas of Accessibility Universally Unaddressed by Game Developers? Evaluation of the Former Will Return a Sco Conclusion References Games Chapter 11: Providing Access Introduction Adaptive Infrastructures of Gaming Accessibility: Legal Issues Workaround or the ‘Technological Self’ Conclusion References Games Chapter 12: Interview with Sandra Uhling: “Against Homogenization and on Becoming Aware and More Sensitive Towards Human Diversity” Diversity of Games and Players Lacking Representation Competing with Dis/Abilities Accessibility and Usability Funding Policy Diverse Gaming Preferences Forms of Cooperation Standardization Social Aspects of Serious Games Against Homogenization Future Development Games Index