Analyzing the Representation of Disability in Video Games – Complete Phd and Masters Thesis

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Introduction

Video games have become an increasingly popular form of entertainment and storytelling, with millions of players engaging in immersive virtual worlds on a daily basis. However, the representation of disability in video games is a topic that has received limited scholarly attention. Despite the growing interest in disability studies and the increased visibility of disabled individuals in popular media, video games have often perpetuated harmful stereotypes and negative portrayals of disability. This thesis seeks to critically analyze the representation of disability in video games, exploring how disabled characters are depicted, the narratives surrounding disability, and the impact of these representations on players.

Chapter 1: Introduction
1.1 Introduction
1.2 Background of study
1.3 Problem Statement
1.4 Objective of study
1.5 Limitation of study
1.6 Scope of study
1.7 Significance of study
1.8 Structure of the Thesis
1.9 Definition of terms

Chapter 2: Literature Review
2.1 Historical overview of disability representation in media
2.2 Portrayal of disability in popular culture
2.3 Disability studies and critical theory
2.4 Representation of disability in video games
2.5 Stereotypes and tropes associated with disabled characters
2.6 Impact of disability representation on players
2.7 Intersectionality and disability
2.8 Player perspectives on disability in video games
2.9 Ethical considerations in representing disability
2.10 Future directions for research on disability in video games

Chapter 3: Research Methodology
3.1 Research design
3.2 Data collection methods
3.3 Sampling strategies
3.4 Data analysis techniques
3.5 Ethical considerations
3.6 Participant recruitment
3.7 Instrumentation
3.8 Accessibility considerations

Chapter 4: Discussion of Findings
4.1 Overview of findings
4.2 Analysis of disability representation in selected video games
4.3 Themes and patterns in disability narratives
4.4 Player responses to disabled characters
4.5 Implications for game developers and designers
4.6 Recommendations for improving disability representation in video games
4.7 Considerations for future research
4.8 Limitations of the study

Chapter 5: Conclusion
5.1 Summary of key findings
5.2 Contributions to the field
5.3 Implications for future research
5.4 Final reflections

Thesis Overview:

The representation of disability in video games is a complex and nuanced topic that requires critical examination. This thesis aims to fill a gap in the existing literature by analyzing how disability is portrayed in video games, exploring the narratives surrounding disabled characters, and examining the impact of these representations on players. By conducting a thorough literature review, utilizing a variety of research methodologies, and engaging with players and game developers, this study seeks to provide valuable insights into the ways in which disability is depicted in virtual worlds.

Chapter one will provide an introduction to the topic, outlining the background of the study, stating the problem statement, clarifying the objectives, limitations, scope, and significance of the study, and defining relevant terms. Chapter two will present a comprehensive literature review, covering historical perspectives on disability in media, critical theories in disability studies, and existing research on disability representation in video games. Chapter three will detail the research methodology, including research design, data collection methods, sampling strategies, data analysis techniques, ethical considerations, participant recruitment, and accessibility considerations.

Chapter four will delve into a detailed discussion of the findings, analyzing disability representation in selected video games, identifying themes and patterns in disability narratives, exploring player responses to disabled characters, discussing implications for game developers, offering recommendations for improving disability representation, and addressing considerations for future research. Finally, chapter five will provide a conclusion, summarizing key findings, highlighting contributions to the field, discussing implications for future research, and offering final reflections on the project. By engaging with this thesis, readers will gain a deeper understanding of the representation of disability in video games and its broader societal implications.

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