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    <subfield code="a">1.Dis-/Ability, Accessibility and Video Games: Chapters in the Context of a Research Overview._ Part I En-/Disabling Interfaces: History and Present._ 2 Game Interfaces as Disabling Infrastructures -- 3 Who Can Play? Rethinking Video Game Controllers and Accessibility -- 4 A History of Disability and Voice-Enabled Gaming from the 1970s to Intelligent Personal Assistants -- 5 Playing with the Eyes. A Media History of Eye Tracking -- 6 Interview with Mark Barlet (AbleGamers) -- Part II Problematic Aprioris and Ableist Ideologies: (De) Constructing Dis/Ability -- 7 Dis/Enabled Playing: Ableist Ideologies and Abledness Consolidation in Video Games&#x2019; Mechanics and Infrastructures -- 8 The Mediality of Dis/Ability: Producing &#x2018;Disability&#x2019; and &#x2018;Ability&#x2019; in the Realm of Digital Games -- 9 Intersections Between Gaming and Dis/Abilities (Roundtable) -- Part III Accessibility: Guidelines, Practice and Legal Issues -- 10 Accessibility by Numbers: A Critical Review of Game Accessibility Guidelines._ 11 Providing Access -- 12 Interview with Sandra Uhling: &#x201C;Against Homogenization and on Becoming Aware and More Sensitive Towards Human Diversity&#x201D; -- .</subfield>
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    <subfield code="a">This collection intends to fill a long overdue research gap on the praxeological aspects of the relationships between disabilities, accessibility, and digital gaming. It will focus on the question of how Game Studies can profit from a Disability Studies perspective of en-/disabling gaming and issues of disability, (in)accessibility and ableism, and vice versa. Instead of departing from the medical model of disability that informs a wide range of publications on &#x201C;disabled&#x201D; gaming and that preconceives users as either &#x201C;able-bodied,&#x201D; &#x201C;normal&#x201D; or as &#x201C;disabled,&#x201D; &#x201C;deficit,&#x201D; or &#x201C;unable to play,&#x201D; our central premise is that dis/ability is not an essential characteristic of the playing subject. We rather intend to analyze the complex infrastructures of playing, i.e., the complex interplay of heterogeneous human and non-human actors, that are en- or disabling. Dr. Markus Sp&#xF6;hrer is a Postdoc research associate in the project &#x201C;The Interactive Gaze: On the Status and Ethics of Surveillance Images in Digital Games&#x201D; at the International Center for Ethics in the Sciences and Humanities (IZEW, University of T&#xFC;bingen,Germany). He studied American Studies, German and English literature (University of T&#xFC;bingen), and Media Studies (University of Miami). He has a doctorate in Media Studies from the University of Konstanz, Germany. His main research areas are dis/ability and digital Media, digital games, and Science and Technology Studies (STS). Prof. Dr. Beate Ochsner is a Professor of Media Studies at the University of Konstanz. Before, she was an assistant professor at the University of Mannheim and a guest professor at the Universities of Innsbruck, Basel, and St. Gallen. In 2002, she habilitated with the thesis DeMONSTRAtion. Zur Repr&#xE4;sentation des Monsters und des Monstr&#xF6;sen in Literatur, Fotographie und Film. Also she is spokesperson of the research unit &#x201C;Media and Participation&#x201D; and principal investigator of subproject 2 &#x201C;Techno-sensory processes of participation: App-practices and dis/ability.&#x201D;.</subfield>
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