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Evidence Base

Taking ownership of gaming and disability

Study details

Year: Not reported
Scope: Other
Countries: Sweden
Methodology: Empirical research – Qualitative
Methods of data collection: Interview; Ethnography / participant observation
Researched Groups: Other
Other Researched Group: Teenagers and young adults
Children Ages: Other
Other Childrens Age Group: 16 to 27 years
Funder: Research platform for disability research in Region Skåne, Sweden
Funder Types: Regional Government
Informed Consent: Consent not mentioned
Ethics: Ethical considerations not mentioned
URL: https://www-tandfonline-com.ezproxy.ub.gu.se/doi/pdf/10.1080/13676261.2017.1313969?needAccess=true
Data Set Availability: Not mentioned

Goals

"In this article we analyze how [teenagers and young adults with disabilities who play digital games] frame the games biographically, situationally and bodily, and how they respond to various challenges as they pursue their cultural interest. Our focus is on the social and cultural aspects of being young, living with disabilities and living with games, sidestepping the instrumental perspectives that often are expected in this area (cf. Apelmo 2013, 39)." (Authors, 1144)

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