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dc.contributor.authorLocke, Kathryn
dc.contributor.authorLeaver, Tama
dc.contributor.editorEllis, Katie
dc.contributor.editorLeaver, Tama
dc.contributor.editorKent, Mike
dc.date.accessioned2023-01-26T02:55:46Z
dc.date.available2023-01-26T02:55:46Z
dc.date.issued2023
dc.identifier.urihttp://hdl.handle.net/20.500.11937/90174
dc.identifier.doi10.4324/9780367357153-20
dc.description.abstract

This chapter examines the relationship between disability, mobile technology and gaming, with a specific focus on the augmented reality mobile game Pokémon Go. Current research and commentary on the experience people with disabilities have of Pokémon Go and other augmented reality mobile games has focused on either inaccessibility (specific for people with mobility impairments) or the opportunity these games provide as a learning tool, specifically for people with intellectual disabilities and autism. This chapter reviews this commentary, arguing the nature of this game – located both within and outside of the mediated format of gaming – allows for an extended understanding of access. In particular, utilising the social model of disability (Finklesteinm, 1980), we consider how mobile augmented reality games such as Pokémon Go can reveal exclusions in ‘real’ urban space. Connecting with research being undertaken at the University of Bologna by Catia Prandi et. al. (2015), we also consider how future mobile games which similarly utilise mapping could be harnessed to facilitate both more accessible gaming opportunities and understandings of accessible urban space.

dc.publisherRoutledge
dc.relation.urihttps://doi.org/10.4324/9780367357153-20
dc.subject2001 - Communication and Media Studies
dc.subject4701 - Communication and media studies
dc.titlePokémon Go and Urban Accessibility
dc.typeBook Chapter
dcterms.source.startPage210
dcterms.source.endPage221
dcterms.source.titleGaming Disability: Disability Perspectives on Contemporary Video Games
dcterms.source.seriesRoutledge Research in Disability and Media Studies
dcterms.source.isbn9780367357153
dcterms.source.chapter18
dc.date.updated2023-01-26T02:55:46Z
curtin.note

This is an Accepted Manuscript of a book chapter published by Routledge in Gaming Disability: Disability Perspectives on Contemporary Video Games on 30 December 2022, available online: http://www.routledge.com/9780367357153

curtin.departmentSchool of Media, Creative Arts and Social Inquiry
curtin.accessStatusOpen access
curtin.facultyFaculty of Humanities
curtin.contributor.orcidLeaver, Tama [0000-0002-4065-4725]
curtin.contributor.orcidLeaver, Tama [0000-0002-4065-4725]
curtin.contributor.researcheridLeaver, Tama [K-2697-2014]
curtin.contributor.researcheridLeaver, Tama [K-2697-2014]
curtin.contributor.scopusauthoridLeaver, Tama [39963062500]
curtin.contributor.scopusauthoridLeaver, Tama [39963062500]


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