Video Game Accessibility: A Legal Approach

Video Game Accessibility: A Legal Approach
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视频游戏无障碍:法律途径

DOI:
10.18061/dsq.v35i1.4513
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发表时间:
2015
影响因子:
--
通讯作者:
L. Frieden
L. Frieden
中科院分区:
--
文献类型:
--
作者:
G. Powers;V. Nguyen;L. Frieden

文献摘要

被引文献

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视频游戏的可访问性对某些人来说可能并不重要,对不玩视频游戏的人来说可能听起来微不足道。这种假设是错误的。随着我们文化的数字化,视频游戏是我们生活中越来越重要的一部分。他们有助于同伴之间的互动,教育,音乐和艺术。一个视频游戏可以由数百名音乐家和艺术家创作,他们的制作预算可以超过现代大片。无障碍视频游戏类似于没有隐藏字幕或无障碍设施的电影院。无障碍视频游戏的运动规模很小,没有组织,而且方向错误。就像其他让社会无障碍的战斗是通过立法和法律完成的一样,视频游戏无障碍的战斗必须集中在法律上,而不是市场上。
Video game accessibility may not seem of significance to some, and it may sound trivial to anyone who does not play video games. This assumption is false. With the digitalization of our culture, video games are an ever increasing part of our life. They contribute to peer to peer interactions, education, music and the arts. A video game can be created by hundreds of musicians and artists, and they can have production budgets that exceed modern blockbuster films. Inaccessible video games are analogous to movie theaters without closed captioning or accessible facilities. The movement to have accessible video games is small, unorganized and misdirected. Just like the other battles to make society accessible were accomplished through legislation and law, the battle for video game accessibility must be focused toward the law and not the market.