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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Bibliographic Details
Main Authors: Ellis Katie, Kao Kai-Ti
Format: Article
Language:English
Published: Sciendo 2019-12-01
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.
ISSN:1836-0416