Katie Ellis – författare
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642 kr
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685 kr
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675 kr
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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.
675 kr
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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.
727 kr
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649 kr
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769 kr
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925 kr
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Disability impacts everyone in some way. Approximately 10-20% of the world’s population live with disability, and the associated issues affect not just these individuals but also their friends, family, and colleagues. When looking at it this way, it is strange that disability continues to be thought of as an anomaly—either as a medical problem located in a damaged body or something that exists exclusively outside the body, in a society that takes little account of non-normative bodies.
Critical disability studies both questions these existing notions of disability and interrogates how they have become a part of the academic attitude towards the field. As the first comprehensive handbook on critical disability studies, this volume provides an authoritative overview of the subject. Including 32 chapters written by established scholars and emerging, next-generation researchers it also includes contributions from activists, writers, and practitioners from the global north and the global south.
Divided into three parts: Representation, art, and culture; Media, technology, and communication; and Activism and the life course, it offers discussions on core critical disability studies topics including the social model, technology studies, trauma studies, representation, and queer theory, as well as ground-breaking work on emerging and cutting-edge areas such as neurodiversity and critical approaches in the Middle East, United States, Australia, and Europe.
It is required reading for all academics and students working in not just critical disability studies but sociology, digital accessibility and inclusion, health and social care, and social and public policy more broadly.
925 kr
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Disability impacts everyone in some way. Approximately 10-20% of the world’s population live with disability, and the associated issues affect not just these individuals but also their friends, family, and colleagues. When looking at it this way, it is strange that disability continues to be thought of as an anomaly—either as a medical problem located in a damaged body or something that exists exclusively outside the body, in a society that takes little account of non-normative bodies.
Critical disability studies both questions these existing notions of disability and interrogates how they have become a part of the academic attitude towards the field. As the first comprehensive handbook on critical disability studies, this volume provides an authoritative overview of the subject. Including 32 chapters written by established scholars and emerging, next-generation researchers it also includes contributions from activists, writers, and practitioners from the global north and the global south.
Divided into three parts: Representation, art, and culture; Media, technology, and communication; and Activism and the life course, it offers discussions on core critical disability studies topics including the social model, technology studies, trauma studies, representation, and queer theory, as well as ground-breaking work on emerging and cutting-edge areas such as neurodiversity and critical approaches in the Middle East, United States, Australia, and Europe.
It is required reading for all academics and students working in not just critical disability studies but sociology, digital accessibility and inclusion, health and social care, and social and public policy more broadly.
706 kr
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706 kr
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807 kr
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Disability and New Media examines how digital design is triggering disability when it could be a solution. Video and animation now play a prominent role in the World Wide Web and new types of protocols have been developed to accommodate this increasing complexity. However, as this has happened, the potential for individual users to control how the content is displayed has been diminished. Accessibility choices are often portrayed as merely technical decisions but they are highly political and betray a disturbing trend of ableist assumption that serve to exclude people with disability. It has been argued that the Internet will not be fully accessible until disability is considered a cultural identity in the same way that class, gender and sexuality are. Kent and Ellis build on this notion using more recent Web 2.0 phenomena, social networking sites, virtual worlds and file sharing.
Many of the studies on disability and the web have focused on the early web, prior to the development of social networking applications such as Facebook, YouTube and Second Life. This book discusses an array of such applications that have grown within and alongside Web 2.0, and analyzes how they both prevent and embrace the inclusion of people with disability.
779 kr
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Disability and New Media examines how digital design is triggering disability when it could be a solution. Video and animation now play a prominent role in the World Wide Web and new types of protocols have been developed to accommodate this increasing complexity. However, as this has happened, the potential for individual users to control how the content is displayed has been diminished. Accessibility choices are often portrayed as merely technical decisions but they are highly political and betray a disturbing trend of ableist assumption that serve to exclude people with disability. It has been argued that the Internet will not be fully accessible until disability is considered a cultural identity in the same way that class, gender and sexuality are. Kent and Ellis build on this notion using more recent Web 2.0 phenomena, social networking sites, virtual worlds and file sharing.
Many of the studies on disability and the web have focused on the early web, prior to the development of social networking applications such as Facebook, YouTube and Second Life. This book discusses an array of such applications that have grown within and alongside Web 2.0, and analyzes how they both prevent and embrace the inclusion of people with disability.
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This book interrogates trends in training and employment of people with disabilities in the media through an analysis of people with disabilities’ self-representation in media employment. Improving disability representations in the media is vital to improving the social position of people with disability, and including people with lived experience of disability is integral to this process. While the media industry has changed significantly as a result of digital and participatory media, discriminatory attitudes around fear and pity continue to impact whether people with disability find work in the media. The book demonstrates no significant changes in attitudes towards employing disabled media workers since the 1990s when the last major research into this topic took place. By focusing on the employment of people with disability in media industries, Katie Ellis addresses a neglected area of media diversity, appealing to researchers in media and cultural studies as well as critical disability studies.
598 kr
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2 405 kr
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777 kr
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