
Ability machines : what video games mean for disability
Sky LaRell Anderson
Bok · Engelsk · 2024
Omfang | x, 216 sider : illustrasjoner
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Opplysninger | "Anderson does excellent work of surveying existing relevant articles on the considerations of disability in video games while simultaneously offering insightful analysis and concepts of his own that places this book at the forefront of these debates and this scholarship." - Christopher Hanson, author of Game Time "Ability Machines is especially significant as it addresses a major gap in the interdisciplinary literatures and teaching materials across digital communication and media, games, and the burgeoning field of disability and digital technology research. . . . The book will also make a significant contribution because of its creative and innovative approach" - Gerard Goggin, author of Listening to Disability Video games are physically and cognitively demanding. So, on the surface, they appear at odds with disability and mental illness. But, on the contrary, this book argues that video games are vital to understanding our bodies and abilities. Video games can help us imagine what our abilities mean, and they engage us physically, behaviorally, and cognitively to envision our agency beyond any limitations. At their most juvenile, this means games provide power fantasies. At their most profound, games fundamentally reshape cultural and personal conceptions of mental health, illness, disability, and accessibility. Video games are Ability Machines that produce a reimagined state of agency. In three sections with featured interviews preceding chapters grounded in specific case studies, Sky LaRell Anderson tackles larger questions of ability and how our bodies relate to interactive media. Featuring comparative analysis of key video game titles - including Bloodstained: Ritual of the Night, Candy Crush Saga, Final Fantasy XIV, League of Legends, Mario Kart 8, Pokémon Sword and Shield, Resident Evil 2, The Sims, and more"--. - "Video games are both physically and cognitively demanding-so what does that mean for those with a disability or mental illness? Though they may seem at odds, Ability Machines illuminates just how vital video games are to understanding our bodies and abilities.In Ability Machines, Sky LaRell Anderson shows us how video games can help us imagine what our abilities mean and how they engage us physically, behaviorally, and cognitively to envision our agency beyond limitations. On the surface, this can mean games provide power fantasies; more profoundly, games can fundamentally reshape cultural and personal understandings of mental health, illness, disability, and accessibility. Video games are indeed ability machines that produce a reimagined state of agency. Featuring a comparative analysis of key video game titles, including Metal Gear Solid V, Wolfenstein II, Celeste, Devil May Cry 5, Hellblade: Senua's Sacrifice, Hades, Nier: Automata, and more, Ability Machines tackles larger questions of ability and how our bodies relate to interactive media"--
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ISBN | 9780253070029. - 9780253070036
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