TY - JOUR
T1 - Empowerment and ownership in intellectual disability gaming : review and reflections towards an able gaming perspective (2010-2020)
AU - Sousa, Carla Patrícia Gonçalves e
N1 - International Journal of Film and Media Arts
PY - 2020
Y1 - 2020
N2 - As with other populations, the usage of games
by people with Intellectual Disability (ID) has
been increasingly approached by research.
Notwithstanding, the role of games in the lives
of people with disabilities tends to be studied
through a categorical picture that emphasizes its therapeutic characteristics and neglects
games as recreation and as a form of cultural
expression. The present work aims to review the
main research outcomes of the last 10 years in
the field of gaming and ID. It presents an analysis
of the main research objectives, and approaches
to gaming adopted in the analysed studies, as
a path to reflect on two specific concepts: empowerment and ownership. Therefore, a Systematic Literature Review (SLR) methodology,
accompanied by statistical and content analysis
procedures, was adopted to analyse a sample of
61 peer-reviewed research papers (2010-2020)
in this field. The obtained results emphasize the
passive role of individuals with ID in games research, with gaming mainly seen through therapeutic our game-based learning approaches.
The presented reflection on inclusive research,
through the parallelism between game studies
and critical disability studies, also highlights that
the access to games, as a cultural expression,
for people with ID could foster the inclusion of
these individuals in the public sphere, both in
media and in the democratic civic structures.
The produced insights intend to frame future approaches that situate the potential of games and
their accessibility as strategies to decrease environmental barriers and hindrances that people
with ID face in their specific contexts and foster
inclusion.
AB - As with other populations, the usage of games
by people with Intellectual Disability (ID) has
been increasingly approached by research.
Notwithstanding, the role of games in the lives
of people with disabilities tends to be studied
through a categorical picture that emphasizes its therapeutic characteristics and neglects
games as recreation and as a form of cultural
expression. The present work aims to review the
main research outcomes of the last 10 years in
the field of gaming and ID. It presents an analysis
of the main research objectives, and approaches
to gaming adopted in the analysed studies, as
a path to reflect on two specific concepts: empowerment and ownership. Therefore, a Systematic Literature Review (SLR) methodology,
accompanied by statistical and content analysis
procedures, was adopted to analyse a sample of
61 peer-reviewed research papers (2010-2020)
in this field. The obtained results emphasize the
passive role of individuals with ID in games research, with gaming mainly seen through therapeutic our game-based learning approaches.
The presented reflection on inclusive research,
through the parallelism between game studies
and critical disability studies, also highlights that
the access to games, as a cultural expression,
for people with ID could foster the inclusion of
these individuals in the public sphere, both in
media and in the democratic civic structures.
The produced insights intend to frame future approaches that situate the potential of games and
their accessibility as strategies to decrease environmental barriers and hindrances that people
with ID face in their specific contexts and foster
inclusion.
KW - AUDIOVISUAL
KW - JOGOS
KW - VIDEOJOGOS
KW - DEFICIÊNCIA INTELECTUAL
KW - INCLUSÃO SOCIAL
KW - ACESSIBILIDADE
KW - REVISÃO BIBLIOGRÁFICA
KW - AUDIOVISUAL
KW - GAMES
KW - VIDEO GAMES
KW - SIGNIFICANT DISABILITY
KW - SOCIAL INCLUSION
KW - ACCESSIBILITY
KW - BIBLIOGRAPHIC REVIEW
UR - http://hdl.handle.net/10437/10290
M3 - Article
SN - 2183-9271
JO - International Journal of Film and Media Arts
JF - International Journal of Film and Media Arts
ER -