Representation of Disability in Children's Video Games

Autor: 
Limba: 
english
Tip copertă: 
Greu
Număr de pagini: 
110
Representation of Disability in Children's Video Games looks at how children's engagement with characters and stories in video games helps create the perception of disability they have as teens and ad ...Descriere completă
308,80 RON

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ISBN9781032553887
AutorMadej Krystina
EdituraRoutledge
Limbaenglish
Tip copertăPevná vazba
Anul publicării2024
Număr de pagini110

Descrierea cărții

Representation of Disability in Children's Video Games looks at how children's engagement with characters and stories in video games helps create the perception of disability they have as teens and adults. Drawing on child development theory supported by neuroscience, the book shows how the scaffold of information, the schema, adults have of disability is first created at a very young age as they interact through game play with characters with disabilities.

Positing that early video game play experiences should provide exposure to narrative schemas that add understanding and help create meaning about the disability represented, the book presents how such representation in children's video games maps against cognitive development, and the psychomotor and cognitive needs and abilities of children ages 3 to 12. Close reading of over 40 PEGI 3 and PEGI 7 (ESRB E, 10+) games and analysis of games as diverse as Backyard Baseball and Sly Cooper helped define broad categories of representation: representation can be cosmetic, providing exposure but not gameplay utility
it can be incidental, used as a device that provides purpose for the narrative
or it can more authentically represent the disability as integral to the character and their life. The book provides readers with an overview of contemporary games that betters their understanding of how children's games present disability and how children create their perceptions through interaction with characters and stories.

This book will be of interest to academics and students of game studies, in particular topics such as behavioural science, ethics, and HCI, as well as sociology, communications, and digital media.

 

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