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Representation of Disability in Childrens Video Games [Paperback]

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  • Category: Books (Social Science)
  • Author:  Madej, Krystina
  • Author:  Madej, Krystina
  • ISBN-10:  1032553898
  • ISBN-10:  1032553898
  • ISBN-13:  9781032553894
  • ISBN-13:  9781032553894
  • Publisher:  Routledge
  • Publisher:  Routledge
  • Pages:  122
  • Pages:  122
  • Binding:  Paperback
  • Binding:  Paperback
  • SKU:  1032553898-11-MPOD
  • SKU:  1032553898-11-MPOD
  • Item ID: 107102259
  • Seller: ShopSpell
  • Ships in: 2 business days
  • Transit time: Up to 5 business days
  • Delivery by: Oct 12 to Oct 14
  • Notes: Brand New Item. Not shipped to AK, HI, APO, FPO, AE.

Representation of Disability in Childrens Video Games?looks at how childrens engagement with characters and stories in video games helps create the perception of disability they have as teens and adults.?

Chapter 1. Introduction?

Chapter 2 Child Development 1: Schema, Play, the Dreamworld, and Societal Norms?

Chapter 3: Child Development 2: Childrens Cognitive Development?

Chapter 4: The Games I, Representation of Physical Disability

Chapter 5. The Games II, Neurodevelopmental Disability?

Chapter 6. Content Rating Systems?

Chapter 7: Final Words

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Representation of Disability in Childrens Video Games looks at how childrens 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 childrens video games maps against cognitive development and the psychomotor and cognitive needs and abilities of children 312. 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 playlÓ}

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