Taking ownership of gaming and disability
Bibliographic Data
| ID | 12600263 |
|---|---|
| Authors | David Wästerfors (0000-0001-6271-5659, Lund University, corresponding author), K Hansson (0000-0001-9039-2201, Lund University) |
| Year | 2017 |
| Volume | 20 |
| Issue | 9 |
| Pages | 1143-1160 |
| Publication date | 2017-04-10 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Journal of Youth Studies (JOURNAL) |
| Journal identifiers | ISSN: 1367-6261 • E-ISSN: 1469-9680 |
| Publisher | Taylor & Francis (PUBLISHER • GB) |
| DOI | 10.1080/13676261.2017.1313969 |
| OpenAlex | W2606010288 |
| Language | EN |
| Citations received | 7 |
| References cited | 24 |
Gaming among young people with disabilities is often understood within a habilitation frame, as if video and computer games primarily should help to exercise and ‘improve’. Little is known about how these games are used within a private frame, and how young people with disabilities operate their gaming as concrete persons rather than as treatment-receiving clients. Through the use of stories, descriptions, and demonstrations from Swedish youth and young adults with disabilities (muscle diseases, cerebral palsy, and Asperger’s syndrome), we explore these gamers’ practical maneuvers, verbal accounts, and biographical-narrative concerns in relation to digital games. As they strive to bypass or overcome digital inaccessibility, various challenges find their way into their gaming practices, not only to complicate, distract, or disturb them but also to give them extra meaning. Gamer–game identifications turn multifaceted, with disabilities serving as paths both around and into the games’ ‘magical circles’. We suggest partly new concepts – beyond a habilitation frame – to capture how young people struggle to take ownership of gaming and disability: engrossment maintenance, vicarious gamers and biographical as well as situational refuge
Developmental psychology · Frame (networking · Habilitation · Linguistics · Meaning (existential · Narrative · Psychotherapist · Situational ethics · Adolescent and Pediatric Healthcare · Computer Science · Digital Games and Media · Disability Rights and Representation · Psychology · Social Psychology
Empowerment and Well-Being Through Participatory Action Research and Accessible Gaming
The Older Gamer in Games Studies
Disability inclusion in extended reality (XR) research
Online Gaming and Emancipation
The digital society comes sneaking in. An emerging field and its disabling barriers
Required to be creative. Everyday ways for dealing with inaccessibility
Accessibility of games and game-based applications
Technology and Social Inclusion
Studies in ethnomethodology
Encounters
Crip Theory
Youth Studies
Handbook of Youth and Young Adulthood
Researching Culture
The Active Interview
Full-time Working Couples and their Life Course. An Analysis of Leaving Full-time Employment
Enacting disability
Stretching capabilities
Digital exclusion
"Dissecting the "Digital Divide
Illness, Interaction, and the Self
Theorizing in sociology and social science
Homo ludens
Situated Actions and Vocabularies of Motive
Being and Nothingness
| Unique citing works | 7 |
|---|---|
| Citations per year | 1,17 |
| Citation span | 2020 - 2026 (7) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 7 |