Description

Book Synopsis

Representation of Disability in Children's Video Games looks at how children's engagement with characters and stories in video games helps create the perception of disability they have as teens and adults. Drawing on child development theory supported by neuroscience, the book shows how the scaffold of information, the schema, adults have of disability is first created at a very young age as they interact through play with characters with disabilities in narrative video games.

Positing that early video game play experiences should provide exposure to narrative schemas that add understanding and help create meaning about the disability represented, the book presents how such representation in children's video games maps against cognitive development and the psychomotor and cognitive needs and abilities of children 312. Through close readings of over 40 PEGI 3 and PEGI 7 (ESRB E, 10+) games and analysis of games as diverse as Backyard Baseball and Sly Cooper

Table of Contents

Chapter 1. Introduction

Chapter 2 Child Development 1: Schema, Play, the Dreamworld, and Societal Norms

Chapter 3: Child Development 2: Children’s Cognitive Development

Chapter 4: The Games I, Representation of Physical Disability

Chapter 5. The Games II, Neurodevelopmental Disability

Chapter 6. Content Rating Systems

Chapter 7: Final Words

Representation of Disability in Childrens Video

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£47.49

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Order before 4pm today for delivery by Fri 9 Jan 2026.

A Hardback by Krystina Madej

1 in stock


    View other formats and editions of Representation of Disability in Childrens Video by Krystina Madej

    Publisher: Taylor & Francis Ltd
    Publication Date: 1/10/2024 12:01:00 AM
    ISBN13: 9781032553887, 978-1032553887
    ISBN10: 103255388X

    Description

    Book Synopsis

    Representation of Disability in Children's Video Games looks at how children's engagement with characters and stories in video games helps create the perception of disability they have as teens and adults. Drawing on child development theory supported by neuroscience, the book shows how the scaffold of information, the schema, adults have of disability is first created at a very young age as they interact through play with characters with disabilities in narrative video games.

    Positing that early video game play experiences should provide exposure to narrative schemas that add understanding and help create meaning about the disability represented, the book presents how such representation in children's video games maps against cognitive development and the psychomotor and cognitive needs and abilities of children 312. Through close readings of over 40 PEGI 3 and PEGI 7 (ESRB E, 10+) games and analysis of games as diverse as Backyard Baseball and Sly Cooper

    Table of Contents

    Chapter 1. Introduction

    Chapter 2 Child Development 1: Schema, Play, the Dreamworld, and Societal Norms

    Chapter 3: Child Development 2: Children’s Cognitive Development

    Chapter 4: The Games I, Representation of Physical Disability

    Chapter 5. The Games II, Neurodevelopmental Disability

    Chapter 6. Content Rating Systems

    Chapter 7: Final Words

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