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: | , |
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| Format: | Article |
| Language: | English |
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Sciendo
2019-12-01
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| Series: | Cultural Science |
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| Online Access: | https://doi.org/10.5334/csci.128 |
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| _version_ | 1850083183113011200 |
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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 |
| id | doaj-art-465cb66e9acf427b9b567054b2c5966d |
| institution | DOAJ |
| issn | 1836-0416 |
| language | English |
| publishDate | 2019-12-01 |
| publisher | Sciendo |
| record_format | Article |
| series | Cultural Science |
| spelling | doaj-art-465cb66e9acf427b9b567054b2c5966d2025-08-20T02:44:20ZengSciendoCultural 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 |