Representation of Disability in Children’s Video Games

Representation of Disability in Children’s Video Games

Author: Krystina Madej

Publisher: Taylor & Francis

Published: 2024-01-10

Total Pages: 124

ISBN-13: 1040000428

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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.


Beau and His New AFO

Beau and His New AFO

Author: Stephanie Blunt

Publisher:

Published: 2020-01-09

Total Pages: 67

ISBN-13: 9781712919842

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We share a vision to improve the way children, families and clinicians in our field communicate. Children have a unique way of grasping information especially when it excites them. With this in mind, we've created a book to make it easier for kids to understand the "why" behind the instructions they receive so they can take ownership of their AFO and its care. It's our hope that this colourful, child-friendly book with become a well-loved resource that children and their families can hold on to, learn from, and read time and time again! What Makes Our Story Unique?*Written in an accessible language*Communicates visually *Allows for direct input from clinicians with a note section and a personalized wearing schedule Why is our story important?*First children resource of its kind *Aids in communication between caregivers*Encourages children to take pride in and care of their AFO


Physical Play and Children’s Digital Games

Physical Play and Children’s Digital Games

Author: Krystina Madej

Publisher: Springer

Published: 2016-11-25

Total Pages: 99

ISBN-13: 3319428756

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Play engages humans cognitively, emotionally, and physically at all ages. Using a historical framework, and focusing on play as represented by material artifacts such as toys and games, this book explores play as a form of somatic engagement that reflects cultural attitudes about development and learning as these have evolved over time in western culture. Theorists in the twentieth century such as Klein and Winnicott, Huizinga and Callois, Piaget, Bruner and Vygotsy brought different perspectives to our understanding of play’s role in our society. In particular, Vygotsky’s theories about process provide insight into how children attend to learning and assimilate new information. The increasing use of digital media as both an entertainment and learning environment at ever-younger ages, is generating new discussions about the nature and value of play in children’s development, in particular, physical, or somatic play. The emphasis on games intended for children necessitates a discussion of the cognitive, behavioral, and neuroscience that supports play activities and physical engagement as a crucial aspect of development. The book then looks at the trajectory of digital games in contemporary culture and explores whether these artifacts (whether intended for learning or entertainment) have extended or are curtailing boundaries of somatic engagement. Finally, the book discusses alternative play and game design and, speculates on the future of new media play artifacts.


The Routledge International Handbook of Children, Adolescents, and Media

The Routledge International Handbook of Children, Adolescents, and Media

Author: Dafna Lemish

Publisher: Taylor & Francis

Published: 2022-05-30

Total Pages: 606

ISBN-13: 1000574946

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This second, thoroughly updated edition of The Routledge International Handbook of Children, Adolescents, and Media analyzes a broad range of complementary areas of study, including children as media consumers, children as active participants in media making, and representations of children in the media. The roles that media play in the lives of children and adolescents, as well as their potential implications for their cognitive, emotional, social, and behavioral development, have attracted growing research attention in a variety of disciplines. This handbook presents a collection that spans a variety of disciplines including developmental psychology, media studies, public health, education, feminist studies, and the sociology of childhood. Chapters provide a unique intellectual mapping of current knowledge, exploring the relationship between children and media in local, national, and global contexts. Divided into five parts, each with an introduction explaining the themes and topics covered, the Handbook features over 50 contributions from leading and upcoming academics from around the globe. The revised and new chapters consider vital questions by analyzing texts, audience, and institutions, including: media and its effects on children’s mental health children and the internet of toys media and digital inequalities news and citizenship in the aftermath of COVID-19 The Handbook’s interdisciplinary approach and comprehensive, current, and international scope make it an authoritative, state-of-the-art guide to the field of children’s media studies. It will be indispensable for media scholars and professionals, policy makers, educators, and parents.


Media and the American Child

Media and the American Child

Author: George Comstock

Publisher: Elsevier

Published: 2010-07-27

Total Pages: 388

ISBN-13: 0080479375

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Media and the American Child summarizes the research on all forms of media on children, looking at how much time they spend with media everyday, television programming and its impact on children, how advertising has changed to appeal directly to children and the effects on children and the consumer behavior of parents, the relationship between media use and scholastic achievement, the influence of violence in media on anti-social behavior, and the role of media in influencing attitudes on body image, sex and work roles, fashion, & lifestyle. The average American child, aged 2-17, watches 25 hours of TV per week, plays 1 hr per day of video or computer games, and spends an additional 36 min per day on the internet. 19% of children watch more than 35 hrs per week of TV. This in the face of research that shows TV watching beyond 10 hours per week decreases scholastic performance. In 1991, George Comstock published Television and the American Child, which immediately became THE standard reference for the research community of the effects of television on children. Since then, interest in the topic has mushroomed, as the availability and access of media to children has become more widespread and occurs earlier in their lifetimes. No longer restricted to television, media impacts children through the internet, computer and video games, as well as television and the movies. There are videos designed for infants, claiming to improve cognitive development, television programs aimed for younger and younger children-even pre-literates, computer programs aimed for toddlers, and increasingly graphic, interactive violent computer games. - Presents the most recent research on the media use of young people - Investigates the content of children's media and addresses areas of great concern including violence, sexual behavior, and commercialization - Discusses policy making in the area of children and the media - Focuses on experiences unique to children and adolescents


Disability Representation in Film, TV, and Print Media

Disability Representation in Film, TV, and Print Media

Author: Michael S. Jeffress

Publisher: Routledge

Published: 2021-08-19

Total Pages: 272

ISBN-13: 1000435075

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Using sources from a wide variety of print and digital media, this book discusses the need for ample and healthy portrayals of disability and neurodiversity in the media, as the primary way that most people learn about conditions. It contains 13 newly written chapters drawing on representations of disability in popular culture from film, television, and print media in both the Global North and the Global South, including the United States, Canada, India, and Kenya. Although disability is often framed using a limited range of stereotypical tropes such as victims, supercrips, or suffering patients, this book shows how disability and neurodiversity are making their way into more mainstream media productions and publications with movies, television shows, and books featuring prominent and even lead characters with disabilities or neurodiversity. Disability Representation in Film, TV, and Print Media will be of interest to all scholars and students of disability studies, cultural studies, film studies, gender studies, and sociology more broadly.


Disability Identity in Simulation Narratives

Disability Identity in Simulation Narratives

Author: Anelise Haukaas

Publisher: Springer Nature

Published: 2023-12-14

Total Pages: 198

ISBN-13: 3031444825

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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.


Assistive Technology from Adapted Equipment to Inclusive Environments

Assistive Technology from Adapted Equipment to Inclusive Environments

Author: Association for the Advancement of Assistive Technology in Europe

Publisher: IOS Press

Published: 2009-08-21

Total Pages: 924

ISBN-13: 1607504545

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The concept of Assistive Technology is moving away from adopting the most appropriate devices to overcome the limitations of users, to the designing and setting up of total environments in which people can live, supported by suitable services and additional support devices integrated within the environment. These two perspectives are deeply intertwined, both from technological and social points of view, and the relationship between them currently represent the primary challenge for the field of Assistive Technology. This publication covers the proceedings of the 10th European Conference of the Association for the Advancement of Assistive Technology in Europe (http://www.aaate.net), the organisation which stimulates the advancement of assistive technology for the benefit of people with disabilities, including elderly people. This conference seeks to bridge the gap between these two complementary approaches, providing an opportunity to clarify differences and common points, and better define future direction. Topics covered by the conference include: technological innovation in assistive technology; the need for multidisciplinary approaches; equipment interconnectivity and compatibility; cultural aspects and the acceptance of different approaches; and the role of Europe in building inclusion competence worldwide. Disability results not only from a person’s intrinsic attributes but also from the context in which they live. This publication is a significant contribution to the advancement of inclusion for people living with a disability everywhere.


Diagnosis and Treatment Planning Skills

Diagnosis and Treatment Planning Skills

Author: Alan M. Schwitzer

Publisher: SAGE Publications

Published: 2024-04-17

Total Pages: 672

ISBN-13: 1071862731

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The Third Edition of Alan M. Schwitzer, Amber L. Pope, and Lawrence C. Rubin′s Diagnosis and Treatment Planning Skills: A Popular Culture Casebook Approach thoroughly covers essential clinical thinking skills in professional counseling through classic and contemporary popular culture case examples. Fully revised for use with the DSM-5-TR, the text begins with discussion of diagnosis, case conceptualization, and current treatment planning practices, covering the interplay of individual clinical tools and their application in contemporary practice. Twenty DSM-5-TR updated case illustrations follow, representing a diverse range of individual differences and intersecting identities. Students will engage with each case illustration in a start-to-finish application of clinical tools.


Women and Video Game Modding

Women and Video Game Modding

Author: Bridget Whelan

Publisher: McFarland

Published: 2020-02-07

Total Pages: 217

ISBN-13: 1476667438

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The world of video games has long revolved around a subset of its player base: straight, white males aged 18-25. Highly gendered marketing in the late 1990s and early 2000s widened the gap between this perceived base and the actual diverse group who buy video games. Despite reports from the Entertainment Software Association that nearly half of gamers identify as female, many developers continue to produce content reflecting this imaginary audience. Many female gamers are in turn modifying the games. "Modders" alter the appearance of characters, rewrite scenes and epilogues, enhance or add love scenes and create fairy tale happy endings. This is a collection of new essays on the phenomenon of women and modding, focusing on such titles as Skyrim, Dragon Age, Mass Effect and The Sims. Topics include the relationship between modders and developers, the history of modding, and the relationship between modding and disability, race, sexuality and gender identity.