Who Gets to Play? Disability, Open Literacy, Gaming
Video games are an expanding area of popular culture spanning traditional age, gender and socioeconomic divides and appealing to a diverse market. People with disability represent a significant but under researched gaming demographic (Beeston et al., 2018). While this group represent a large portion...
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Main Authors: | , |
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Format: | Article |
Language: | English |
Published: |
Sciendo
2019-12-01
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Series: | Cultural Science |
Subjects: | |
Online Access: | https://doi.org/10.5334/csci.128 |
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Summary: | Video games are an expanding area of popular culture spanning traditional age, gender and socioeconomic divides and appealing to a diverse market. People with disability represent a significant but under researched gaming demographic (Beeston et al., 2018). While this group represent a large portion of the gaming population, inaccessible interfaces and consoles may prevent people with disability from playing games. Despite this, research dating back to 2008 suggests 92% of gamers with disability continue to play games despite these obstacles. This paper aims to put the topic of gamers with disabilities on the agenda for Open Literacies. |
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ISSN: | 1836-0416 |