Representation of Disability in Children’s Video Games

Representation of Disability in Children’s Video Games
Author: Krystina Madej
Publisher: Taylor & Francis
Total Pages: 124
Release: 2024-01-10
Genre: Social Science
ISBN: 1040000428

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.

Gaming Representation

Gaming Representation
Author: Jennifer Malkowski
Publisher:
Total Pages: 260
Release: 2017
Genre: Games & Activities
ISBN: 9780253026477

Gaming Representation' offers a timely and interdisciplinary call for greater inclusivity in video games. The issue of equality transcends the current focus in the field of Game Studies on code, materiality, and platforms. Journalists and bloggers have begun to hold the digital game industry and culture accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged behind. Contributors to this volume examine portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, 'Gaming Representation' pushes gaming scholarship to new levels of inquiry, theorizing, and imagination.

Physical Play and Children’s Digital Games

Physical Play and Children’s Digital Games
Author: Krystina Madej
Publisher: Springer
Total Pages: 99
Release: 2016-11-25
Genre: Computers
ISBN: 3319428756

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
Total Pages: 606
Release: 2022-05-30
Genre: Social Science
ISBN: 1000574946

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.

Beau and His New AFO

Beau and His New AFO
Author: Stephanie Blunt
Publisher:
Total Pages: 67
Release: 2020-01-09
Genre:
ISBN: 9781712919842

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

Media and the American Child

Media and the American Child
Author: George Comstock
Publisher: Elsevier
Total Pages: 388
Release: 2010-07-27
Genre: Performing Arts
ISBN: 0080479375

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
Total Pages: 272
Release: 2021-08-19
Genre: Social Science
ISBN: 1000435075

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
Total Pages: 198
Release: 2023-12-14
Genre: Literary Criticism
ISBN: 3031444825

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
Total Pages: 924
Release: 2009-08-21
Genre: Medical
ISBN: 1607504545

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
Total Pages: 672
Release: 2024-04-17
Genre: Education
ISBN: 1071862731

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.