scholarly journals Bodies That Count: Augmentation, Community, and Disability in a Science Fiction Game

2020 ◽  
Vol 14 (4) ◽  
pp. 421-436 ◽  
Author(s):  
Diane Carr

The article examines the overlaps between disability studies and digital game studies through an analysis of the science fiction digital game Deus Ex: Mankind Divided. Using an adaptation of Mitchell and Snyder’s work on disability and narrative prosthesis in literature, the power implied by erasure-by-metaphor is considered, as are issues of migration, appropriation, and the grotesque. By examining ability, disability, and tangibility in relation to the game’s rules, game-play, and narrative elements, this analysis demonstrates the relevance of disability theory to science fiction games.

This volume is a new collection of scholarly essays on the US science fiction and fantasy writer Lois McMaster Bujold. The collection argues for the significant contributions Bujold’s works make to feminist and queer thought, disability studies, and fan studies. In addition, it suggests the importance of Bujold to contemporary American literature. The volume continues the establishment of Bujold as an important author of contemporary science fiction and fantasy. It argues that her corpus spans the distance between two full arcs of US feminism and has anticipated or responded to several of its current concerns in ways that invite or even require theoretical exploration. As well as papers on earlier work in the main series (the Vorkosigan Saga and the ‘Worlds of the Five Gods’ novels The Curse of Chalion and Paladin of Souls), the collection also presents work on recent publications such as The Sharing Knife sequence; the ‘Penric and Desdemona’ novellas; and the recent Vorkosigan Saga novel Gentleman Jole and the Red Queen. The collection deepens feminist research in Bujold studies by incorporating queer and disability studies perspectives; and includes historiographic retracing of scholarship on Bujold’s work.


2014 ◽  
Vol 39 (1) ◽  
Author(s):  
Bob De Schutter ◽  
Steven Malliet

AbstractThe current study aims to integrate the findings of previous research on the use of video games by older adults by applying the Uses & Gratifications (U&GT) paradigm (Blumler and Katz, 1974). A qualitative study was performed with 35 participants aged between 50 and 74, who were selected from a larger sample of 213. Based upon their primary playing motives and the gratifications they obtain from digital game play, a classification was developed, resulting in five categories of older adults who actively play games: “time wasters”, “freedom fighters”, “compensators”, “value seekers” and “ludophiles”.


Author(s):  
Shu Zheng ◽  
Yumi Matsuo ◽  
Sachi Tajima ◽  
Yukiko Horiuchi ◽  
Mizuha Teramoto ◽  
...  
Keyword(s):  

2016 ◽  
Vol 47 (4) ◽  
pp. 440-463 ◽  
Author(s):  
Ella R. Browning ◽  
Lauren E. Cagle

As technical communication (TC) instructors, it is vital that we continue reimagining our curricula as the field itself is continually reimagined in light of new technologies, genres, workplace practices, and theories—theories such as those from disability studies scholarship. Here, the authors offer an approach to including disability studies in TC curricula through the inclusion of a “critical accessibility case study” (CACS). In explicating the theoretical and practical foundations that support teaching a CACS in TC courses, the authors provide an overview of how TC scholars have productively engaged with disability studies and case studies to question both our curricular content and classroom practices. They offer as an example their “New York City Evacuation CACS,” developed for and taught in TC for Health Sciences courses, which demonstrates that critical disability theory can help us better teach distribution and design of technical information and user-based approaches to TC. The conceptual framework of the CACS functions as a strategy for TC instructors to integrate disability studies and attention to disability and accessibility into TC curricula, meeting both ethical calls to do so as well as practical pedagogical goals.


2013 ◽  
Vol 3 (2) ◽  
pp. 36-54 ◽  
Author(s):  
André R. Denham

Formative instruction on multiplication primarily focuses on rote memorization. This leads to factual fluency, but also develops a narrow view of multiplication and hinders the development of conceptual understanding. Theory and research recommend the concurrent development of conceptual understanding and factual fluency during the initial stages of learning about multiplication. Woodward (2006) conducted a field study to investigate this instructional approach and found a significant difference between those who received instruction on multiplicative properties and timed-drills of multiplication facts on a conceptual measure than those who only spent time on timed drills. This study investigated the efficacy of integrating the same approach within a digital game. There was a significant decrease between pre- and post- measures of participants timed retrieval of multiplication facts, but no differences were found between conditions on pre- and post-measures of conceptual understanding. These findings indicate that special attention must be paid to intrinsic integration of instructional content in order to address conceptual understanding through digital game play.


2019 ◽  
Vol 39 (3) ◽  
Author(s):  
Sona Kazemi

My doctoral thesis, through a case study of the theocratic-nationalist politics of the Iranian regime and the imperialist politics of the U.S., Russia, and Western Europe in the Middle East, investigated the ways in which gendered-, ideological-, and raced social-relations sustain armed conflicts and generate disability/injury. The study contributed to the emerging field of materialist/Marxist disability studies and critical race moves in disability studies by engaging the dialectics of geopolitics in order to contextualize war, and by proposing a new transnational theory for theorizing disability. In this paper, I extensively discuss my theoretical framework, along with the methodology for collecting and analyzing data in order to offer a radical alternative research method to traditionally biomedical, post-conventionist, liberal, and bourgeois approaches to disability. Additionally, I discuss how I built the new model using the case study in details while introducing its core theoretical constructs emerging directly from the case study. My conceptualization of a transnational theory/model interrogates the violence of the global political economy in producing disablement on a global scale. Finally, I discuss possible directions for further development of the transnational disability model not just as a theory, but also as praxis, active revolutionary knowledge, and political consciousness.


2017 ◽  
Vol 9 (1) ◽  
pp. 28-36
Author(s):  
Karla R. Hamlen

AbstractDigital game play is a common pastime among college students and monopolizes a great deal of time for many students. Researchers have previously investigated relationships between subject-specific game play and academics, but this study fulfills a need for research focusing on entertainment game strategies and how they relate to strategies and success in other contexts. Utilizing a survey of 191 undergraduate students, the goal was to investigate students’ digital game play habits, strategies, and beliefs that predict gaming expertise, and to determine if these relate to academic success. Factor analysis revealed three latent variables that predict expertise: dedication, solo mastery, and strategic play. Multiple regression analysis was used to determine whether these three components could also predict academic outcome variables. Findings point to the absence of a relationship between these variables and academic GPA, but to the presence of a tentative relationship between confidence in game play and confidence in personal control over academic success.


Author(s):  
Cleve Graver ◽  
Fran C. Blumberg

Digital game play is increasingly acknowledged as an activity in which moral decisions are made. Research to date has largely addressed decisions pertaining to transgressions despite opportunities for prosocial moral choices. These decisions range from relatively benign acts of cheating to gain advantage within a game to the more egregious infliction of physical harm on virtual others to advance one’s goals. Research examining the ramifications of these transgressions as they apply to perceptions of game play and to real-world behaviors is still relatively new and largely studied among undergraduate participants. We survey this growing body of work with consideration of the theoretical perspectives that have been used to frame it and the factors, such as game narrative and mode of play, that have been identified as impacting players’ moral judgments and choices in the digital game world.


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