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Representation of Disability in Children’s Video Games (Routledge Research in Disability and Media Studies)

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Book Details
Language
English
Publishers
Routledge; 1st edition (10 Jan. 2024)
Weight
0.29 KG
Publication Date
10/01/2024
ISBN-10
103255388X
Pages
122 pages
ISBN-13
9781032553887
Dimensions
13.97 x 1.19 x 21.59 cm
SKU
9781032553887
Author Name
Krystina Madej (Author)
Krystina Madej, PhD, is research associate at Georgia Tech in Atlanta, USA. She recently retired from ten years as Professor of the Practice at GT’s School of Literature, Media, and Communication. She continues her research at the University of Lower Silesia, Wroclaw Poland, where she has been a visiting professor since 2015.  She researches and writes about how humans adapted their narratives to changing media, including social media, children's interaction with narrative-based digital games, and Disney's approach to stories since the 1920s. Most recently she has looked at the representation of disability in children’s video games as it maps against child development and a chapter on this topic is featured in the recently released book “Fragile Avatars” (2022). Her academic books include “Interactivity, Collaboration, and Authoring in Social Media” (2015), “Physical Play and Children’s Digital Game” (2016), and a second edition of “Disney Stories: Getting to Digital” (2020). She has also edited a collection of essays, “Engaging Imagination and Developing Creativity” (Cambridge Scholars 2010). Prior to returning to academia in 1997, she was principal in a communications and design firm for 15 years, planning and creating successful brands, products, and exhibits for government, business, industry, and the non-profit sector.Read more about this authorRead less about this author
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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 play with characters with disabilities in narrative video games.

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 3–12. Through close readings of over 40 PEGI 3 and PEGI 7 (ESRB E, 10+) games and analysis of games as diverse as Backyard Baseball and Sly Cooper, the author defines broad categories of representation: representation as cosmetic, providing exposure but not game play utility; as incidental, used as a device that provides purpose for the narrative; or as more authentically representing 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 topics such as behavioural science, ethics, and HCI, as well as in sociology, communications, and digital media.

It is pertinent in particular to game developers and to educators, disability advocates, parents, and policy makers. .

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