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Accessibility through the lens of Soulsborne: Discourse analysis of sociocultural attitudes in online discussions

Parkkinen, Vilppu (2023)

 
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Parkkinen, Vilppu
2023

Viestinnän monitieteinen kandidaattiohjelma - Bachelor's Programme in Multidisciplinary Communication Studies
Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences
This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
Hyväksymispäivämäärä
2023-05-17
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202304264486
Tiivistelmä
Accessibility in the video game industry is becoming more prevalent as audiences expand, while gaming culture at large is slow to accept it. Aside from technological and medical focuses, the social aspects of accessibility and its increasing importance need more attention to fully capture how accessibility and by extension disability are portrayed and discussed in games-related conversations. The research aims to assess what discourses and attitudes are present that form the social reality around video game accessibility.
Using discourse analysis to analyse a Reddit discussion thread discussing the potential of accessibility options in highly difficult games colloquially known as Soulsborne, I dissected three common discourses shared in many of the responses. Findings indicate a highly individualistic, meritocratic attitude towards people with disabilities having to earn their place, or games with increased accessibility losing their artistic integrity. These discourses show that ableist language and attitudes are present in everyday gaming discussions, alongside the discovery that information about video game accessibility and its intentions are lacking, resulting in incomplete understanding and misconceptions shaping these discourses.
The study carries implications that the lack of awareness about accessibility can stifle its acceptance in gaming spaces, especially in games that could greatly benefit from better accessibility options. Actively challenging these discourses is needed to maintain video games as an inclusive and non-discriminatory activity for anyone who wants to participate in it.
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