2019
DOI: 10.5334/csci.128
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Who Gets to Play? Disability, Open Literacy, Gaming

Abstract: 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 pl… Show more

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Cited by 19 publications
(4 citation statements)
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“…Despite the fact that a significant portion of individuals with disabilities engage in gaming, inaccessible interfaces and gaming consoles can act as barriers, preventing them from fully participating in this form of entertainment. We should note that research dating back to 2008 reveals that an impressive 92% of disabled gamers persist in playing games, even in the face of these obstacles (Ellis and Kao, 2019).…”
Section: Physical Disability and Quality Of Life In People With Physi...mentioning
confidence: 99%
“…Despite the fact that a significant portion of individuals with disabilities engage in gaming, inaccessible interfaces and gaming consoles can act as barriers, preventing them from fully participating in this form of entertainment. We should note that research dating back to 2008 reveals that an impressive 92% of disabled gamers persist in playing games, even in the face of these obstacles (Ellis and Kao, 2019).…”
Section: Physical Disability and Quality Of Life In People With Physi...mentioning
confidence: 99%
“…Indeed, the perceived necessary competencies required to play games and engage with gaming culture are, as Brendan Keogh argues, not apolitical despite appearing as such but "entangled in historic contexts" as, in their infancy, games were targeted and advertised towards young, white men with disposable income [39] (p. 78). This creates a feedback loop wherein games and gaming cultures continue to be made for and geared towards this demographic, which in reality is only a small fraction of the larger videogame player base, thus continuing the marginalization of other player bases such as disabled gamers [40] (p. xxiii) [41]. This dominant approach to gaming culture continues on Twitch through the promise that anyone can stream and, if you work hard enough, stream often enough, and are entertaining enough or are a skilled competitive videogame player, you will attract viewers, grow your stream, and eventually be able to earn a stable income from the practice: a promise that conceals many not-so-readily apparent barriers and forms of exclusion.…”
Section: Grinding and The 'Meritocracy' Of Twitchmentioning
confidence: 99%
“…The stigmatizing nature of these stereotypes also means that common notions of neurodiversity should be diversified, something which can best be done by changing how the videogame medium itself represents neurodiversity. Ellis and Kao (2019) discuss how the recreational dimensions of videogames for and about disabled people are understudied. The dominating norm of compulsory able-bodiedness and able-mindedness—which conceives of disability in terms of lack or imperfection—also forms the underlying structure of game research (McRuer, 2006).…”
Section: Letting Neurodiversity Bementioning
confidence: 99%