Publikation: Providing Access
Dateien
Datum
Autor:innen
Herausgeber:innen
ISSN der Zeitschrift
Electronic ISSN
ISBN
Bibliografische Daten
Verlag
Schriftenreihe
Auflagebezeichnung
DOI (zitierfähiger Link)
Internationale Patentnummer
Angaben zur Forschungsförderung
Projekt
Open Access-Veröffentlichung
Core Facility der Universität Konstanz
Titel in einer weiteren Sprache
Publikationstyp
Publikationsstatus
Erschienen in
Zusammenfassung
The chapter departs from an evaluation of the status quo of inclusive gaming: Despite the achievements and efforts in accessible game design and development along with the ongoing economic and sociopolitical trend toward inclusive gaming, most commercial games still lack the much-required adaptive infrastructures and individual reconfigurability. Additionally, the chapter alludes to the complicated relationship between copyright laws, legal free access to telecommunication technologies, and the necessity to (sometimes illegally) alter protected hard- and software as a means of enabling individuals to play. In doing so, she discusses to what extent workarounds or hacks can be considered a violation of rights or a representation of the right to ‘access the technological self,’ demonstrating that the legal aspect of accessibility can also become an ethical issue. Consequently, this raises the question of the legal clarification or even definition of ‘accessibility,’ which might be misleading, as accessibility or rather enabling gaming has from the very beginning been a process of creativity, adaptability, and playfulness and should resist outdated hierarchical and one-dimensional notions of the same.
Zusammenfassung in einer weiteren Sprache
Fachgebiet (DDC)
Schlagwörter
Konferenz
Rezension
Zitieren
ISO 690
OCHSNER, Beate, 2024. Providing Access. In: SPÖHRER, Markus, ed., Beate OCHSNER, ed.. Disability and Video Games : Practices of En-/Disabling Modes of Digital Gaming. Cham: Springer, 2024, pp. 295-317. ISBN 978-3-031-34373-5. Available under: doi: 10.1007/978-3-031-34374-2_11BibTex
@incollection{Ochsner2024Provi-69016, year={2024}, doi={10.1007/978-3-031-34374-2_11}, title={Providing Access}, isbn={978-3-031-34373-5}, publisher={Springer}, address={Cham}, booktitle={Disability and Video Games : Practices of En-/Disabling Modes of Digital Gaming}, pages={295--317}, editor={Spöhrer, Markus and Ochsner, Beate}, author={Ochsner, Beate} }
RDF
<rdf:RDF xmlns:dcterms="http://purl.org/dc/terms/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:bibo="http://purl.org/ontology/bibo/" xmlns:dspace="http://digital-repositories.org/ontologies/dspace/0.1.0#" xmlns:foaf="http://xmlns.com/foaf/0.1/" xmlns:void="http://rdfs.org/ns/void#" xmlns:xsd="http://www.w3.org/2001/XMLSchema#" > <rdf:Description rdf:about="https://kops.uni-konstanz.de/server/rdf/resource/123456789/69016"> <dc:language>eng</dc:language> <dspace:isPartOfCollection rdf:resource="https://kops.uni-konstanz.de/server/rdf/resource/123456789/38"/> <dc:contributor>Ochsner, Beate</dc:contributor> <dc:creator>Ochsner, Beate</dc:creator> <foaf:homepage rdf:resource="http://localhost:8080/"/> <dc:date rdf:datatype="http://www.w3.org/2001/XMLSchema#dateTime">2024-01-12T05:39:26Z</dc:date> <dcterms:isPartOf rdf:resource="https://kops.uni-konstanz.de/server/rdf/resource/123456789/38"/> <void:sparqlEndpoint rdf:resource="http://localhost/fuseki/dspace/sparql"/> <dcterms:abstract>The chapter departs from an evaluation of the status quo of inclusive gaming: Despite the achievements and efforts in accessible game design and development along with the ongoing economic and sociopolitical trend toward inclusive gaming, most commercial games still lack the much-required adaptive infrastructures and individual reconfigurability. Additionally, the chapter alludes to the complicated relationship between copyright laws, legal free access to telecommunication technologies, and the necessity to (sometimes illegally) alter protected hard- and software as a means of enabling individuals to play. In doing so, she discusses to what extent workarounds or hacks can be considered a violation of rights or a representation of the right to ‘access the technological self,’ demonstrating that the legal aspect of accessibility can also become an ethical issue. Consequently, this raises the question of the legal clarification or even definition of ‘accessibility,’ which might be misleading, as accessibility or rather enabling gaming has from the very beginning been a process of creativity, adaptability, and playfulness and should resist outdated hierarchical and one-dimensional notions of the same.</dcterms:abstract> <dcterms:issued>2024</dcterms:issued> <dcterms:available rdf:datatype="http://www.w3.org/2001/XMLSchema#dateTime">2024-01-12T05:39:26Z</dcterms:available> <dcterms:title>Providing Access</dcterms:title> <bibo:uri rdf:resource="https://kops.uni-konstanz.de/handle/123456789/69016"/> </rdf:Description> </rdf:RDF>