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Representations of Ability in Digital Games

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
Title: Representations of Ability in Digital Games
ISBN-13: 9780367357153
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.ucl.ac.uk/id/eprint/10068570
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