Mike Kent – författare
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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.
603 kr
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649 kr
Kommande
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Kommande
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.
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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.
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507 kr
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An Education in Facebook? examines and critiques the role of Facebook in the evolving landscape of higher education. At times a mandated part of classroom use, at others an informal network for students, Facebook has become an inevitable component of college life, acting alternately as an advertising, recruitment and learning tool. But what happens when educators use a corporate product, which exists outside of the control of universities, to educate students?
An Education in Facebook? provides a broad discussion of the issues educators are already facing on college campuses worldwide, particularly in areas such as privacy, copyright and social media etiquette. By examining current uses of Facebook in university settings, this book offers both a thorough analytical critique as well as practical advice for educators and administrators looking to find ways to thoughtfully integrate Facebook and other digital communication tools into their classrooms and campuses.
489 kr
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An Education in Facebook? examines and critiques the role of Facebook in the evolving landscape of higher education. At times a mandated part of classroom use, at others an informal network for students, Facebook has become an inevitable component of college life, acting alternately as an advertising, recruitment and learning tool. But what happens when educators use a corporate product, which exists outside of the control of universities, to educate students?
An Education in Facebook? provides a broad discussion of the issues educators are already facing on college campuses worldwide, particularly in areas such as privacy, copyright and social media etiquette. By examining current uses of Facebook in university settings, this book offers both a thorough analytical critique as well as practical advice for educators and administrators looking to find ways to thoughtfully integrate Facebook and other digital communication tools into their classrooms and campuses.
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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712 kr
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Since the first MOOC was launched at the University of Manitoba in 2008, this new form of the massification of higher education has been a rollercoaster ride for the university sector. The New York Times famously declared 2012 to be the year of the MOOC. However, by 2014, the number of academic leaders who believed the model was unsustainable doubled to more than 50%. While the MOOC hype has somewhat subsided, the attitudes and anxieties of this peak time can still be seen influencing universities and their administrations.
This is the first volume that addresses Massive Open Online Courses from a post-MOOC perspective. We move beyond the initial hype and revolutionary promises of the peak-MOOC period and take a sober look at what endures in an area that is still rapidly growing, albeit without the headlines. This book explores the future of the MOOC in higher education by examining what went right, what went wrong and where to next for the massification of higher education and online learning and teaching. The chapters in this collection address these questions from a wide variety of different backgrounds, methodologies and regional perspectives. They explore learner experiences, the move towards course for credit, innovative design, transformations and implications of the MOOC in turn.
This book is valuable reading for students and academics interested in education, eLearning, globalisation and information services.