Evaluation of accessibility within a tabletop context is much more complicated than it is within a video game environment. There is a considerable amount of variation in game systems, game mechanisms, and interaction regimes.
The study of game accessibility to date has largely focused on the topic of accessibility within a video game context. Largely underexplored in the academic and professional literature is accessibility in the domain of tabletop games, especially those that are classified as part of the 'hobbyist' market. An ongoing series of research annotations, published on the blog Meeple Like Us, has been aimed at addressing this lack of attention. In this paper, the authors report on the work of the Meeple Centred Design project which to date has examined 116 board games for the accessibility issues they manifest and the lessons that can be learned for designers in this space. While the project has not achieved significant coverage of even a fraction of the available library of hobbyist games, currently numbering approximately one hundred thousand, it has discussed the issues with many of the most critically success and popular of these titles. This paper reports on results to date, methodology of the analyses, limitations of the project, and the future plans for work in this interesting game accessibility context. Keywords Board games Á Accessibility Á Inclusion Á Tabletop Á Meeple like us Á Universal access & Michael James Heron
In this paper, the authors discuss sexism and misogyny within video game culture through the lens of two high-profile examples of cyber-mob harassment and vilification of 'girls in gaming'. We discuss the representation of women within games as a set up for a discussion of Anita Sarkeesian and her Women versus Tropes in Games Youtube series. We then discuss indie game developer Zoe Quinn and what has become known online as 'gamergate. We use logs from the participants in Quinn's harassment to deconstruct the anatomy, techniques and methodology of misogynist online harassment, and how it is permitted and normalized by wider gaming culture. We stress that while this is not universal, it is wide-spread, insidious, and a major problem for video gaming culture. We conclude with a short discussion on the ways in which the issue can be addressed.
The delivery of ethical instruction within formal educational contexts is a task that is fraught with difficulties. Real world situations and examples of misconduct abound, but sourcing sufficient material within the constraints associated with developing course materials can be time-consuming.The availability of resources to illustrate relevant aspects may not be available, or may not fully emphasize the issues that educators wish to incorporate into their discussion of the material. At best, such an approach can only highlight in isolation -larger, overarching connections are rarely available. The provision of ethical instruction is now a core aspect of many undergraduate and postgraduate courses across a variety of disciplines, and accreditation bodies often include meeting the need for instruction in ethical and professional issues as a pre-requisite. In this paper we present a wide-ranging ethical case study called 'A Scandal in Academia'. It is a spiritual successor to the Case of the Killer Robot first published in the very early 1990s. The Scandal in Academia study has been trialed with students at all levels of the undergraduate curriculum and has been very effective in offering a coherent jumping-off point for a discussion of the implications of ethical and unethical activity. It is hoped that the provision of this study will be a useful tool for educators and others looking to investigate and present issues of professional responsibility within formal and informal contexts.
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