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Titlebook: Disability and Video Games; Practices of En-/Dis Markus Sp?hrer,Beate Ochsner Book 2024 The Editor(s) (if applicable) and The Author(s), un

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發(fā)表于 2025-3-28 15:51:40 | 只看該作者
42#
發(fā)表于 2025-3-28 22:12:20 | 只看該作者
Disability and Video Games978-3-031-34374-2Series ISSN 2731-5029 Series E-ISSN 2731-5037
43#
發(fā)表于 2025-3-29 00:06:52 | 只看該作者
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發(fā)表于 2025-3-29 05:50:34 | 只看該作者
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發(fā)表于 2025-3-29 07:57:06 | 只看該作者
Formulierung und überprüfung von Hypothesensible?’, they intend to look at how individual practices and conditions of access configure, arrange, act and react upon the relationships between (non)human actors and en-/disable digital gaming. From this perspective, that which is usually presupposed as ‘normal gaming’ is just one stabilized prac
46#
發(fā)表于 2025-3-29 12:32:34 | 只看該作者
Bivariate H?ufigkeitsverteilungener concludes, the current ubiquity of voice technologies (intelligent personal assistants, smartphones, etc.) correlates with an increase in voice-enabled games, which prognoses a potential factor for diverse accessible modes of play and a newfound interest in voice-enabled gaming.
47#
發(fā)表于 2025-3-29 19:00:32 | 只看該作者
Normalverteilung und andere Testverteilungen diverse modes of play or habits in the design process. Naturally, in the process of narrating his experiences with the game economy, Barlet also sketches the “becoming of AbleGamers” and the oftentimes exhausting efforts of communicating with and convincing game studios that accessible technologies
48#
發(fā)表于 2025-3-29 22:27:49 | 只看該作者
Hypothesen: Nur eine Pr?zisierung der Fraget identify as disabled normally consider video games as pleasure or entertainment. Another urgent question asked by the discussants is, whether it is possible to destabilize the border between dis/abilities in the context of serious and non-serious gaming or at least describe, discuss and discursify
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