Intellectual disability through gaming: Operationalizing accessibility, participation and inclusion

IF 0.7 Q3 COMMUNICATION Journal of Gaming and Virtual Worlds Pub Date : 2022-07-01 DOI:10.1386/jgvw_00055_1
Carla Sousa, J. Neves, M. Damásio
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引用次数: 1

Abstract

Nowadays, the potential of games to promote well-being and social inclusion is already widely documented by research. Yet, how this potential can reach out to underrepresented communities, namely those with very specific accessibility needs, ensuring their participation, is still somewhat unexplored. The present article discusses accessibility, participation and inclusion as three pillars to address the relationship between gaming and intellectual disability (ID). Through this approach, more participatory models of game development and research are proposed, including the operationalization of the social model of disability and the relevance of the context. Therefore, it proposes concrete models, where accessibility is part of the creative process, to better include the voice of the player with ID into gameplay and ensure a final media object that, more than accessible, narratively represents the experience of having this disability.
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游戏中的智障:可操作性、参与性和包容性
如今,游戏促进福祉和社会包容的潜力已经被研究广泛证实。然而,如何将这种潜力延伸到代表性不足的社区,即那些有非常特殊的无障碍需求的社区,并确保他们的参与,仍有待探索。本文将无障碍、参与和包容作为解决游戏与智力残疾(ID)关系的三大支柱。通过这种方法,作者提出了更多的参与性游戏开发和研究模式,包括残疾社会模式的操作化和情境的相关性。因此,它提出了具体的模型,其中可访问性是创作过程的一部分,以便更好地将具有ID的玩家的声音包含到游戏玩法中,并确保最终的媒体对象不仅具有可访问性,而且还能从叙事上代表患有这种残疾的体验。
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来源期刊
CiteScore
1.10
自引率
25.00%
发文量
8
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