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...
Saved in:
Main Authors: | , |
---|---|
Format: | Article |
Language: | English |
Published: |
Sciendo
2019-12-01
|
Series: | Cultural Science |
Subjects: | |
Online Access: | https://doi.org/10.5334/csci.128 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
_version_ | 1823860415900155904 |
---|---|
author | Ellis Katie Kao Kai-Ti |
author_facet | Ellis Katie Kao Kai-Ti |
author_sort | Ellis Katie |
collection | DOAJ |
description | 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. |
format | Article |
id | doaj-art-465cb66e9acf427b9b567054b2c5966d |
institution | Kabale University |
issn | 1836-0416 |
language | English |
publishDate | 2019-12-01 |
publisher | Sciendo |
record_format | Article |
series | Cultural Science |
spelling | doaj-art-465cb66e9acf427b9b567054b2c5966d2025-02-10T13:26:37ZengSciendoCultural Science1836-04162019-12-0111111112510.5334/csci.128120Who Gets to Play? Disability, Open Literacy, GamingEllis Katie0Kao Kai-Ti1Curtin University, CurtinAUCurtin University, CurtinAUVideo 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.https://doi.org/10.5334/csci.128gamingdisabilityopen literaciesaccessibilitydisability media studiesinnovations commons |
spellingShingle | Ellis Katie Kao Kai-Ti Who Gets to Play? Disability, Open Literacy, Gaming Cultural Science gaming disability open literacies accessibility disability media studies innovations commons |
title | Who Gets to Play? Disability, Open Literacy, Gaming |
title_full | Who Gets to Play? Disability, Open Literacy, Gaming |
title_fullStr | Who Gets to Play? Disability, Open Literacy, Gaming |
title_full_unstemmed | Who Gets to Play? Disability, Open Literacy, Gaming |
title_short | Who Gets to Play? Disability, Open Literacy, Gaming |
title_sort | who gets to play disability open literacy gaming |
topic | gaming disability open literacies accessibility disability media studies innovations commons |
url | https://doi.org/10.5334/csci.128 |
work_keys_str_mv | AT elliskatie whogetstoplaydisabilityopenliteracygaming AT kaokaiti whogetstoplaydisabilityopenliteracygaming |