ПРОБЛЕМАТИКА ВОССТАНИЯ СЛЕПЫХ В ИГРОВОЙ ИНДУСТРИИ

Ключевые слова: Video game accessibility, computer game industry, game studies, video games for visually-impaired people, computer games for the blind, rebellion of the blind

Аннотация

This paper presents an attempt to rethink the problematique of recognizing and implementing interests of the blind user in the computer game industry. Considering the inclusion of people with disabilities in the context of an important global socio-political process of actualizing the interests of the most vulnerable groups of the population, the author creates a discussion space for dialogue and interaction between game producers and blind players, formulating technological and institutional problems of realizing the interests of blind players. The author also defines the role of the blind consumer necessary for assimilation in the game industry, and also calls the readiness of the game industry for a gratuitous socially significant act as the main condition for the triumph of the rebellion of the blind in the future.

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Биография автора

Eugene Balinski

Bachelor of Social Sciences in Communication Studies

Опубликован
2022-08-29
Как цитировать
Balinski, E. (2022). ПРОБЛЕМАТИКА ВОССТАНИЯ СЛЕПЫХ В ИГРОВОЙ ИНДУСТРИИ. Topos, (1), 125 - 133. https://doi.org/10.24412/1815-0047-2022-1-125-133
Раздел
ИДЕНТИЧНОСТЬ И ИСКЛЮЧЕНИЕ