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: 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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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
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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