- 232 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
About This Book
Video games are both physically and cognitively demandingâso what does that mean for those with a disability or mental illness? Though they may seem at odds, Ability Machines illuminates just how vital video games are to understanding our bodies and abilities.
In Ability Machines, Sky LaRell Anderson shows us how video games can help us imagine what our abilities mean and how they engage us physically, behaviorally, and cognitively to envision our agency beyond limitations. On the surface, this can mean games provide power fantasies; more profoundly, games can fundamentally reshape cultural and personal understandings of mental health, illness, disability, and accessibility. Video games are indeed ability machines that produce a reimagined state of agency.
Featuring a comparative analysis of key video game titles, including Metal Gear Solid V, Wolfenstein II, Celeste, Devil May Cry 5, Hellblade: Senua's Sacrifice, Hades, Nier: Automata, and more, Ability Machines tackles larger questions of ability and how our bodies relate to interactive media.
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Table of contents
- Cover
- Title Page
- Copyright
- Contents
- Acknowledgments
- Note to Readers: How I Have Tried to Make This Book Accessible
- Prologue: Video Games and Your Body
- Section 1: Accessing Ability
- Section 2: Producing Ability
- Section 3: Depicting Ability
- Epilogue: Reimagining Your Body through Video Games
- Gameography
- References
- Index
- About the Author