Last month, the Meaningful Play conference was held at Michigan State University, sponsored by MSU's Serious Games department. Papers from the proceedings are available online, including John Richardson's paper "The Social Construction Model of Interactive Gaming for Disabled Users." The abstract states:
"Though some pragmatic thought has been put into making computer and video games as accessible to the disabled as such media as film and music, there has been a paucity of research and discourse on the social construction model as it applies to interactive games. With this model, such media impacts the self-identity, social spheres, and coping mechanisms of users with mobility, orientation, and/or neurological challenges. I explain how, on a high-level and conceptual basis, this model emerges out of the generative experiences and inherent feedback components of the interactive game medium, and attempt to frame both the importance of and challenges in implementing greater accessibility from a development perspective. The intent is not to merely state how the industry is overlooking an important demographic, but also to explain how interactive games can play a supportive role in the enrichment of the lives of those within it."
But then a friend introduced her to the seedy underworld of the Mario brothers and she spent her saved-up birthday and Christmas money to buy a Nintendo Entertainment System (NES). Her mom didn't like the Nintendo at first, but The Legend of Zelda changed her mind. (When Tera got Zelda II: The Adventure of Link one Christmas, she suspected it was as much for her mother as for her).
Though she graduated from Agnes Scott College in 2002 and recently learned how to find the movie theater restroom by herself, Tera still loves video games. Far from being a brain-rotting waste of time, they've helped her practice spatial skills and discover new passions. Her love of games like Kid Icarus and The Battle of Olympus led to a degree in Classical Languages and Literatures. She thinks games have a place in discussions on disability and other cultural issues, and is excited to work with the like-minded staff at GameCritics.com.