Dergiler / International Journal of Disabilities Sports and Health Sciences / 2023 / Cilt: 6 Sayı: Special Issue 1- Healthy Life, Sports for Disabled people

Accessibility Technologies in Esports and Their Impact on Quality of Life in People with Physical Disabilities

Sayfa
464–474
Yayın Tarihi
2023-10-25
DOI
—
🏛️Bu makalenin bibliyografik verileri ve tam metin bağlantısı DergiPark üzerinden sağlanmıştır.
DergiPark Kaydı ↗
✨

Yapay Zeka Hızlı Bakış & Çıkarımlar

AI Insight
⚡ TL;DR(1 Cümlede Hızlı Çıkarım)

As a result, it can be said that these technologies, in addition to widening accessibility to esports, hold the potential to facilitate the organization of tailored esports tournaments and events for disabled individuals, thereby encouraging greater participation in the esports realm.

📌 3 Maddede Bu Makale

🎯
Amaç & Hipotez:This study addresses the multifaceted challenges faced by individuals with physical disabilities, encompassing health, economic, and social aspects.
📊
Temel Bulgular & Veri:A comprehensive review of the literature suggests that esports, coupled with diverse software and hardware technologies designed to enhance the accessibility of individuals with physical disabilities to esports, yields positive outcomes, which encompass improved socialization, enhanced career opportunities within esports, heightened cognitive and intellectual skills, ultimately leading to an elevated quality of life.
💡
Sonuç & Katkı:As a result, it can be said that these technologies, in addition to widening accessibility to esports, hold the potential to facilitate the organization of tailored esports tournaments and events for disabled individuals, thereby encouraging greater participation in the esports realm.
🔬Tür:Literatür & Derleme Çalışması
📍Kapsam:Genişletilmiş Akademik Örneklem
⚙️Değişkenler:Esports · Physically Disabled · Accessibility Technologies

Abstract

This study addresses the multifaceted challenges faced by individuals with physical disabilities, encompassing health, economic, and social aspects. The sustainable development of societies hinges on the collective contributions of both disabled and healthy individuals. Esports has recently emerged as a promising avenue for the integration of individuals with physical disabilities into societal life, primarily due to its capacity to transcend physical and demographic constraints. This research therefore aimed to explore the impact of accessibility technologies employed in esports on the quality of life for individuals living with physical disabilities. For this purpose, a literature review was conducted to examine the effect of accessibility technologies currently used in esports on the quality of life of physically disabled individuals. A comprehensive review of the literature suggests that esports, coupled with diverse software and hardware technologies designed to enhance the accessibility of individuals with physical disabilities to esports, yields positive outcomes, which encompass improved socialization, enhanced career opportunities within esports, heightened cognitive and intellectual skills, ultimately leading to an elevated quality of life. As a result, it can be said that these technologies, in addition to widening accessibility to esports, hold the potential to facilitate the organization of tailored esports tournaments and events for disabled individuals, thereby encouraging greater participation in the esports realm.

🔖

Bu Makaleye Atıf Yap

KARTAL, M. (2023). Accessibility Technologies in Esports and Their Impact on Quality of Life in People with Physical Disabilities. International Journal of Disabilities Sports and Health Sciences, Cilt: 6 Sayı: Special Issue 1- Healthy Life, Sports for Disabled people, 464–474. https://ajindex.com/articles/969066

📄 Tam Metin PDF Okuyucu

📄

PDF görüntüleyici hazırlanıyor...

Kaynakça (14)

  1. Abraham, K.M., Chang, M.M., Van, T., Resnick, S.G.and Zivin, K. (2021). Employment After Vocational Rehabilitation Predicts Decreased Health Care Utilization In Veterans With Mental Health Diagnoses. Military medicine; 186 (9-10): 850–857.
  2. Anderson, S.L. and Johnson, M.R. (2022). Gamer Identities of Video Game Live Streamers With Disabilities. Information, Communication & Society; 25(13): 1900-1915.
  3. Burdett, H., Fear, N.T., Wessely, S. and Rona, R.J. (2021). Military And Demographic Predictors of Mental Ill-Health And Socioeconomic Hardship Among UK Veterans. BMC psychiatry; 21(1):1-11.
  4. Butcher, L. and Teah, K. (2023). Setting the Research Agenda of the eSports Revolution. Journal of Global Sport Management; 8(2): 455-459.
  5. Byra, S. and Gabryś, A. (2023). Coping Strategies of Women With Long-Term Spinal Cord Injury: The Role of Beliefs About the World, Self-Efficacy, and Disability. Rehabilitation Counseling Bulletin; 66(2): 136–148.
  6. Cairns, P., Power, C., Barlet, M., Haynes, G., Kaufman, C.and Beeston, J. (2021). Enabled Players: The Value of Accessible Digital Games. Games and Culture; 16(2): 262–282.
  7. Campbell, M.J., Toth, A.J., Moran, A.P., Kowal, M. and Exton, C. (2018). eSports: A New Window On Neurocognitive Expertise?. Progress in Brain Research; 240: 161–174.
  8. Chen, H.J.H., Hsu, H.L., Chen, Z.H. and Todd, A. G. (2021). Investigating the Impact Of Integrating Vocabulary Exercises Into An Adventure Video Game On Second Vocabulary Learning. Journal of Educational Computing Research; 59(2): 318-341.
  9. Choi, K.H. (2021). eSports Recognition And Difference Analysis For Physically Challenged. eSports Studies; 3(2): 24-35.
  10. Colder Carras, M., Van Rooij, A.J., Spruijt-Metz, D., Kvedar, J., Griffiths, M.D., Carabas, Y. and Labrique, A. (2018). Commercial Video Games As Therapy: A New Research Agenda To Unlock The Potential Of A Global Pastime. Frontiers in psychiatry; 8:1-7.
  11. Dae-Won, Y. and Hyun-Woo, K. (2022). The Effect Of Esports Event Spectators' Motives On Perceived Value And Happiness:For Disabled Visitors. eSports Studies; 4(2): 46-56.
  12. Dinansyah, F., Tjokrodinata, C. and Bangun, C. (2022). The Role of Esports Organisations in Accessibility for Disability Players. Ultimacomm: Jurnal Ilmu Komunikasi; 14(1): 67-79.
  13. Eckert, M.,Gómez-Martinho, I., Meneses, J.and Martínez, J.F. (2017). New Approaches to Exciting Exergame-Experiences for People with Motor Function Impairments. Sensors; 17(2): 1-22.
  14. Ellcessor, E. and Kirkpatrick, B. (2017). Disability Media Studie