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Communication Commons

Open Access. Powered by Scholars. Published by Universities.®

University of South Florida

2014

Autoethnography

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(Dis)Abled Gaming: An Autoethnographic Analysis Of Decreasing Accessibility For Disabled Gamers, Kyle David Romano Jan 2014

(Dis)Abled Gaming: An Autoethnographic Analysis Of Decreasing Accessibility For Disabled Gamers, Kyle David Romano

USF Tampa Graduate Theses and Dissertations

Within the context of culture, disability has long existed as a stigmatizing quality (Goffman, 1963). As a result, people with disabilities are often overlooked or completely omitted from various, cultural artifacts. This exclusion of people with disabilities is largely recognized as unproblematic because their disabilities imply an inevitable failing. Through my own experiences as a disabled gamer, I have recognized that video games have also framed gamers with disabilities as problematic. Video games are largely constructed in a one-size-fits-all mentality (Grammenos, 2014), where very specific people, with very specific kinds of bodies, are granted access to play them. Since disabled …