Carr, D;
(2022)
Representations of Ability in Digital Games.
In: Ellis, K and Kent, M and Leaver, T, (eds.)
Gaming Disability: Disability Perspectives on Contemporary Video Games.
Routledge: London, UK.
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Abstract
From blood-stained hospital hallways to ransacked pharmacies: Why do so many horror games feature clinical locations that have been defiled? In this chapter a selection of science fiction and horror games are analysed. The bodies of game protagonists – empowered yet imperilled – are discussed in relation to ability, disability, and the “death of the clinic.”
Type: | Book chapter |
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Title: | Representations of Ability in Digital Games |
ISBN-13: | 9780367357153 |
Open access status: | An open access version is available from UCL Discovery |
Publisher version: | https://www.taylorfrancis.com/chapters/edit/10.432... |
Language: | English |
Additional information: | This version is the author accepted manuscript. For information on re-use, please refer to the publisher’s terms and conditions. |
UCL classification: | UCL UCL > Provost and Vice Provost Offices > School of Education UCL > Provost and Vice Provost Offices > School of Education > UCL Institute of Education UCL > Provost and Vice Provost Offices > School of Education > UCL Institute of Education > IOE - Culture, Communication and Media |
URI: | https://discovery-pp.ucl.ac.uk/id/eprint/10068570 |
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