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Serious indie games for social awareness: gamifying human characters with disabilities

Published: 02 October 2013 Publication History

Abstract

By avoiding holistic and accurate portrayals of the physical limitations of human beings, contemporary games ultimately fail to acknowledge the more marginalized qualities of humankind in their characters. For example, we often see idealized human heroes who require no food, water or sleep in games from all generations, such as the majority of characters in first person shooters (FPS), role-playing games (RPG) and action adventure games. Such characters shrug off extreme bodily damage and are almost always in perfect mental health. 3=3 aims to expand the definition of what it means to experience the journey of an ideal protagonist through the realization and development of three characters, each of whom have an individualized disability or impairment. Inspired by games with proven design frameworks, game mechanics and user experiences, their journey together to survive a contemporary disaster scenario becomes a memorable experience of emotive and relational understanding. 3=3 aims to encourage a positive shift in the way gamers understand and perceive the embodied experiences that manifest from the addressed disability demographics, not only in virtual characters, but in real life encounters. Additionally, the success of 3=3 would invoke new perceptions in regards to how notable characters can be portrayed, encouraging game designers to consider more realistic, inclusive portrayals.

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  • (2024)Representation of Invisible Disability: Exploring the Lived Experience of Teenagers with ADHD to Inform Game DesignACM Transactions on Computer-Human Interaction10.1145/368527631:5(1-26)Online publication date: 13-Aug-2024

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cover image ACM Other conferences
Gamification '13: Proceedings of the First International Conference on Gameful Design, Research, and Applications
October 2013
148 pages
ISBN:9781450328159
DOI:10.1145/2583008
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

  • UWATERLOO: University of Waterloo
  • IMMERSe: IMMERSe Network
  • Waterloo Stratford Campus: University of Waterloo Stratford Campus
  • University of Ontario Institute of Technology

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 02 October 2013

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Author Tags

  1. autism
  2. blindness
  3. disability awareness
  4. educational games
  5. game design
  6. indie games
  7. mobility
  8. serious games

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Gamification '13
Sponsor:
  • UWATERLOO
  • IMMERSe
  • Waterloo Stratford Campus
Gamification '13: Gameful Design, Research, and Applications
October 2 - 4, 2013
Ontario, Toronto, Canada

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View all
  • (2024)Representation of Invisible Disability: Exploring the Lived Experience of Teenagers with ADHD to Inform Game DesignACM Transactions on Computer-Human Interaction10.1145/368527631:5(1-26)Online publication date: 13-Aug-2024

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