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Ability Machines: What Video Games Mean for Disability

Contributor(s): Anderson, Sky Larell (Author)

ISBN: 9780253070036

Publisher: Indiana University Press

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Pub Date: July 2, 2024

Dewey: 794.8019

LCCN: 2023055908

Lexile Code: 0000

Features: Bibliography, Illustrated, Index

Target Age Group: NA to NA

Physical Info: 0.53" H x 9.00" L x 6.00" W ( 0.76 lbs) 232 pages

Series: Digital Game Studies

Descriptions, Reviews, etc.

Description: "Video games are both physically and cognitively demanding-so 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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