Gaming Disability


Book Description

This book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community. Drawing on key concerns in disability media studies, the book brings together scholars from disability studies and game studies, alongside game developers, educators, and disability rights activists, to reflect upon the increasing visibility of disabled characters in digital games. Chapters explore the contemporary gaming environment as it relates to disability on platforms such as Twitch, Minecraft, and Tingyou, while also addressing future possibilities and pitfalls for people with disabilities within gaming given the rise of virtual reality applications, and augmented games such as Pokémon Go. The book asks how game developers can attempt to represent diverse abilities, taking games such as BlindSide and Overwatch as examples. A significant collection for scholars and students interested in the critical analysis of digital games, this volume will be of interest across several disciplines including game studies, game design and development, internet, visual, cultural, communication and media studies, as well as disability studies.




Disability and Video Games


Book Description

This collection intends to fill a long overdue research gap on the praxeological aspects of the relationships between disabilities, accessibility, and digital gaming. It will focus on the question of how Game Studies can profit from a Disability Studies perspective of en-/disabling gaming and issues of disability, (in)accessibility and ableism, and vice versa. Instead of departing from the medical model of disability that informs a wide range of publications on “disabled” gaming and that preconceives users as either “able-bodied,” “normal” or as “disabled,” “deficit,” or “unable to play,” our central premise is that dis/ability is not an essential characteristic of the playing subject. We rather intend to analyze the complex infrastructures of playing, i.e., the complex interplay of heterogeneous human and non-human actors, that are en- or disabling.




Representation of Disability in Children’s Video Games


Book Description

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.




Disability Identity in Simulation Narratives


Book Description

Disability Identity in Simulation Narratives considers the relationship between disability identity and simulation activities (ranging from traditional gameplay to more revolutionary technology) in contemporary science fiction. Anelise Haukaas applies posthumanist theory to an examination of disability identity in a variety of science fiction texts: adult novels, young adult literature and comics, as well as ethnographic research with gamers. Haukaas argues that instead of being a means of escapism, simulated experiences are a valuable tool for cultivating self-acceptance and promoting empathy. Through increasingly accessible technology and innovative gameplay, traditional hierarchies are dismantled, and different ways of being are both explored and validated. Ultimately, the book aims to expand our understandings of disability, performance, and self-creation in significant ways by exploring the boundless selves that the simulated environments in these texts allow.




Interdisciplinary Approaches to Disability


Book Description

How can a deep engagement with disability studies change our understanding of sociology, literary studies, gender studies, aesthetics, bioethics, social work, law, education, or history? Interdisciplinary Approaches to Disability (the companion volume to Manifestos for the Future of Critical Disability Studies) identifies both the practical and theoretical implications of such an interdisciplinary dialogue and challenges people in disability studies as well as other disciplinary fields to critically reflect on their professional praxis in terms of theory, practice, and methods. Topics covered include interdisciplinary outlooks ranging from media studies, games studies, education, performance, history and curation through to theology and immunology. Perspectives are drawn from different regions from the European Union to the Global South with chapters that draw on a range of different national backgrounds. Our contributors who write as either disabled people or allies do not proceed from a singular approach to disability, often reflecting different or even opposing positions. The collection features contributions from both established and new voices in international disability studies outlining their own visions for the future of the field. Interdisciplinary Approaches to Disability will be of interest to all scholars and students working within the fields of disability studies, cultural studies, sociology, law history and education. The concerns raised here are further in Manifestos for the Future of Critical Disability Studies.




Notes from OHO Disability Hearings


Book Description

In "Notes from OHO Disability Hearings", Dr. Alexandre Todorov draws on his own 30 years' experience as a Medical Expert in over 4,000 OHO Disability cases to help attorneys and non-attorneys develop more compelling, stronger Social Security Office of Hearing Operations (OHO) disability cases for their clients. “Notes from OHO Disability Hearings” gives the necessary legal and medical knowledge so these representatives can successfully represent claimants at the hearings. "Notes from OHO Disability Hearings" first presents the rules and regulations governing the OHO hearing process. The second section is a guide to the Listing of Impairments which details the medical criteria applicants must meet to receive disability. Vignettes from actual cases act serve as concrete examples of the disability severity required to grant relief to a claimant and each concludes with an assessment of the case and the rationale of the judge’s decision. Based on Dr. Todorov's professional experience as a medical expert, it is his contention that better mining of medical records will nearly double the approval rate of disability applications. The goal of the book is to help representatives better analyze the medical record and better present the facts to the Administrative Law Judge (ALJ).




Gaming Representation


Book Description

Gaming Representation' offers a timely and interdisciplinary call for greater inclusivity in video games. The issue of equality transcends the current focus in the field of Game Studies on code, materiality, and platforms. Journalists and bloggers have begun to hold the digital game industry and culture accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged behind. Contributors to this volume examine portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, 'Gaming Representation' pushes gaming scholarship to new levels of inquiry, theorizing, and imagination.




Staying in the Game


Book Description

Staying in the Game picks up where many social skills training programs leave off - with generalization. The book addresses this void by presenting a range of interventions aimed at promoting generalization of social skills by showing how to establish social situations that can be opportunities for generalization. The focus of Staying in the Game goes beyond just placing students in the mainstream, to include taking advantage of inclusion by facilitating the use of typical students to address generalization of social skills - one of the most profound challenges for individuals with autism and other developmental disabilities. With Staying in the Game, families and professionals who support a child with ASD have critical information that describes how to promote generalization of social skills to everyday experience.




Behavioral Addictions


Book Description

This book provides a holistic evidence-based perspective on conceptual, clinical, assessment, and treatment aspects of key non-substance-based addictive disorders related to: gambling, gaming, social media, smartphone, internet, love, sex, exercise, work, and shopping. Each chapter focuses on a different addictive disorder and is structured in a user-friendly way to enable the reader fast navigation, yet the main aspects of the respective disorders are covered in the necessary depth. All in all, this book offers a timely, self-contained introduction to both key concepts and the latest scientific developments in behavioral addictions. It addresses mental health practitioners, researchers in psychology, neuroscience and communication, and undergraduate and postgraduate students alike.




Tasman’s Psychiatry


Book Description

Authored by over 500 internationally acclaimed expert editors and chapter authors from around the world. Completely updated and expanded with almost 40 new chapters. Significantly increased attention to the role of culture in all aspects of evaluation and care. New sections on Digital Mental Health Services and Technologies, Treatment Issues in Specific Populations and Settings, and on Prevention, Systems of Care, and Psychosocial Aspects of Treatment address key advances. This edition is the first comprehensive reference work to cover the entire field of psychiatry in an updateable format, ensuring access to state of the art information. Earlier editions were called “the best current textbook of psychiatry” by the New England Journal of Medicine, and “the gold standard” by the American Journal of Psychiatry. Tasman’s Psychiatry, 5th Edition, builds on the initial vision in prior editions of approaching psychiatric evaluation and care from an integrative bio-psycho-social-cultural perspective. It is designed to be an essential and accessible reference for readers at any level of experience. This editorial approach encompasses the importance of the first encounter between patient and clinician, followed by the complex task of beginning to develop a therapeutic relationship and to develop and implement a treatment plan in collaboration with the patient. The importance of increasing attention to the role of culture and social determinants of mental health is reflected both in specific chapters and in components of many chapters throughout the book, especially in those pertaining to clinical evaluation, the therapeutic alliance, and treatment. The global scope of this edition is reflected throughout the book, including the section on psychiatric disorders where evaluation using both ICD 11 and DSM 5-TR is discussed. Most chapters are authored by experts from at least two different countries or continents, adding a critically important dimension which often is missing in major psychiatric textbooks. Tasman’s Psychiatry, 5th Edition, is an essential reference for all medical professionals and students who need a trusted reference or learning tool for psychiatry, psychology, clinical research, social work, counseling, therapy, and all others.