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)