University of South Florida Scholar Commons Graduate Theses and Dissertations Graduate School 2014 (Dis)Abled Gaming: An Autoethnographic Analysis of Decreasing Accessibility For Disabled Gamers Kyle David Romano University of South Florida, [email protected] Follow this and additional works at:https://scholarcommons.usf.edu/etd Part of theCommunication Commons Scholar Commons Citation Romano, Kyle David, "(Dis)Abled Gaming: An Autoethnographic Analysis of Decreasing Accessibility For Disabled Gamers" (2014). Graduate Theses and Dissertations. https://scholarcommons.usf.edu/etd/5575 This Thesis is brought to you for free and open access by the Graduate School at Scholar Commons. It has been accepted for inclusion in Graduate Theses and Dissertations by an authorized administrator of Scholar Commons. For more information, please [email protected]. (Dis)Abled Gaming: An Autoethnographic Analysis of Decreasing Accessibility For Disabled Gamers by Kyle Romano A thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts Department of Communication College of Arts and Sciences University of South Florida Major Professor: Ambar Basu, Ph.D. Mahuya Pal, Ph.D. Sara Green, Ph.D. Date of Approval: Keywords: disability, accessibility, video games, autoethnography, communication, body Copyright © 2014, Kyle Romano Table of Contents Abstract …………………………………………………………………………………………………………… ii I. Introduction……………………………………………………………………………………………………...1 II. Literature Review………………………………………………………………………………………….....2 A. Critically Defining Disability……………………………………………………………………..2 B. What is Accessibility?...............................................................................................................4 C. How To Make Gaming Accessible……………………………………………………………...7 III. Methodology/Methods………………………………………………………………………………….12 A. Autoethnography As Theory…………………………………………………………………….12 B. Critical Disability Theory………………………………………………………………………....13 IV. Findings and Discussion………………………………………………………………………………...15 A. Framing the Disabled Gamer: Interactions with Assumptions About the Disabled Body……………………………………………………………………………..…15 B. Game Over? The Frustrations of Gaming with a Disability………………..30 C. Challenger Approaching………………………………………………………………...…40 V. Review……………………………………………………………………………………………………….…..46 VI. Theoretical Contributions...……………………………………………………………………………52 References…………………………………………………………………………………………………………57 i Abstract 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 gamers are not necessarily capable of playing video games in similar ways that able-‐bodied gamers can, it is assumed that we can’t play video games and that we shouldn’t want to. By using autoethnography as theory, I venture through a few stories from my life in which my own disability has rendered gaming either difficult or impossible. I seek to use these autoethnographic pieces as living examples of the problems involved with a traditional discussion of accessibility for people with disabilities. This thesis is a call for a renegotiation of “accessibility,” and how generalized formulations of this concept are still capable of excluding people who are disabled in very particular ways. In accordance with Shakespeare’s (2006) interactive model, I use my stories to show how my disability is a culmination of both the material and social qualities ii of my body. It is from this model that I seek transcendence from thinking of disabled bodies in either a medical or social model (Oliver, 1990) approach. Accessibility should be regarded as an interactive and cyclical process, which takes place between the individual, her body, the environment, and back again. An assessment of video game accessibility should be referred to in a similar way, where developers may attempt to be inclusive to people of varying kinds and levels of disability, rather than focusing solely on able-‐bodied modes of gaming. iii Introduction In my lived experiences as a physically disabled individual, I am hard-‐ pressed to find ways of engaging with an increasingly able-‐bodied world. In my academic endeavors, I struggle to convey disabled hardships to an audience dominated by able-‐ bodied scholars. Through Critical Communication Theory and Critical Disability Theory, I present this project as an autoethnographic endeavor to bridge the gap between these theoretical frameworks and my lived experiences as a disabled gamer. According to Adams and Holman Jones (2008): “Autoethnography, whether a practice, a writing form, or a particular perspective on knowledge and scholarship, hinges on the push and pull between and among analysis and evocation, personal experience and larger social, cultural, and political concerns” (p. 374). My own identity as a person with a physical disability has been greatly impacted by an ability to engage with video games. Growing up, my able-‐bodied friends helped figure out ways that I could play sports with them. Though this gave me access to participate in physical activity with other children who weren’t disabled, it became blatantly apparent that I wouldn’t excel at an able-‐bodied form of football, basketball, or street hockey. Video games always served as a leveling ground between my friends and myself. Because it was such an easy transition from the joystick that I used to maneuver my power wheel chair, my life as a gamer began through the medium of 1 an arcade stick-‐styled controller for the original Nintendo Entertainment System. Since this time, technology has advanced in ways that I never thought possible. While modern technology has granted disabled people the ability to increase our independence through engaging in activities such as driving, it has done the opposite for those of us who identify ourselves as disabled gamers. By implementing technologies such as motion control into gaming, gamers with mobility disabilities such as myself find it difficult if not impossible to connect with video games. Coupled with a frequent unwillingness by developers to allow for gamers to customize the actions designated to specific buttons on controllers, referred to as “button remapping,” the gamer is required to have a very precise definition of dexterity and mobility. In this fashion, the disabled gamer is either forced to experience gaming through a very specific kind of medium, or to forego gaming altogether. Modern video game developers are pushing their consumers to experience gaming in a rigid space that disabled individuals are losing access to. I will give a few accounts of my own experiences as a disabled gamer to show how an ableist ideology has influenced the way that video games are constructed. My stories serve as examples of a privilege afforded to able-‐bodied gamers, which disabled gamers do not have access to. Through experiencing limitations in interacting with modern video games, it has become apparent to me that the voices of disabled gamers often go unheard. By telling of my own interaction with video games, I hope to show how a pervasive, able-‐body ideology has begun to push disabled gamers away from engaging with video games, an activity that was more accessible in the past than it is now. 1 Literature Review A. Critically Defining Disability With the passage of the Americans With Disabilities Act (ADA) on July 26, 1990, the United States sought to offer its disabled citizens equal opportunity and accessibility in the work place and other public arenas. Following many civil rights movements for the rights of disabled people in the U.S. and overseas, the era hailed disabled people to the public sphere. What we have learned from events leading up to the movement, the movement itself, and the aftermath of this struggle, is that a stigma still exists that inextricably binds debilitating impairment to disabled people, where the impairment becomes a totalizing quality of the disabled person’s identity. According to Erving Goffman (1963), the stigmatization of a person occurs as an indication of his or her inability to conform to societal expectations and rules. Goffman notes: “He [or she] is thus reduced in our minds from a whole and usual person to a tainted, discounted one. Such an attribute is a stigma, especially when its discrediting effect is very extensive; sometimes it is also called a failing, a shortcoming, a handicap” (p. 3). For the individual living with a stigma placed upon her by society, engaging with non-‐stigmatized members of society becomes taxing, as it often both draws attention toward the stigmatized individual’s stigmatizing quality, and as a justification for treating a stigmatized individual differently (Ellis, 1998). 2 In an attempt to push back against a medicalized stigmatization of disabled people, sociologist Michael Oliver (1990) created a social model of disability. Oliver posits that disability is not simply defined on an individual or medical level. He claims that disability should not be defined by individual and biological limitations and instead should function as an entity created through societal interaction. He states: “A social theory of disability, however, must be located within the experience of disabled people themselves and their attempts, not only to redefine disability but also to construct a political movement amongst themselves and to develop services commensurate with their own, self-‐defined needs” (p. 11). This social model of disability offered law makers a rationale for recognizing the disabled as a group of people who were politically and socially disenfranchised by their government. Since Oliver posited his social model, scholars have begun to unearth the implications behind assessing the disabled experience from an exclusively societal perspective. Currently, important work conducted in disability studies is engaged with expounding upon the social model of disability, where the social, medical, and individual qualities of disabled people’s lives are regarded as inextricably interconnected (Barnes, 2012; Davis, 2006; Linton, 2006; McMahan, 2005; Priestly, 2003; Shakespeare, 2006; Siebers, 2006). Shakespeare (2006) explains that a proper model of disability places these three aspects of the disabled person’s identity in interaction with each other. This interactive model of disability is instructive to critiquing the accessibility of gaming because it allows for us to look at accessibility as a complicated process that takes place between the gamer, her physical limitations, and how her experience with gaming has an impact on society 3 as whole. B. What is Accessibility? Before I can discuss the resources that developers have at their disposal toward creating a more accessible environment for disabled and able-‐bodied gamers alike, I must first address the problems involved in creating such a space. What exactly is accessibility? If we were to ask a scholar such as Oliver (1990), it would be very easy to assume that he would take up an argument stating how accessibility for disabled individuals entails a type of universal access in which all structures should be simultaneously accessible to people who have varying levels of physical, cognitive, and/or developmental disabilities. Wendell (1996) would be quick to defend this sentiment, echoing that the environment is responsible for disabling individuals: “Thus, disability is socially constructed through the failure or unwillingness to create ability among people who do not fit the physical and mental profile of ‘paradigm’ citizens” (p. 41). Is it access to a particular environment that creates disability, is the issue of accessibility tied to a very individual interpretation of what it means to be disabled, or are these inquiries connected? As I have shown, disability is best described as only a part of a person’s identity, interconnected with many other qualities that define who she is. If disability is such a complicated piece of a person’s identity, then what are we to make of the disabled body and its relation to accessibility? The disabled body is what Ian Hacking (1999) would describe as an “interactive kind.” For instance, because a particular building may only have stairs leading to its entrance, it may be impossible for a quadriplegic man, who utilizes a power wheel chair to compensate 4
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