Home
Repository Search
Listing
Academics - Research coordination office
R-RC -Acad
Admin-Research Repository
Engineering and Computer Science
Computer Science
Engineering
Mathematics
Faculty of Arts and Humanities
English (Multan Campus)
Languages
Arabic
Chinese
English
French
Persian
Urdu
German
Korean
Management Sciences
Economics
Governance and Public Policy
Management Sciences
Management Sciences Rawalpindi Campus
ORIC
Oric-Research
Social Sciences
Education
International Relations
Islamic thought & Culture
Media and Communication Studies
Pakistan Studies
Peace and Conflict Studies
Psychology
Content Details
Back to Department Listing
Title
INTERSECTIONS OF DISABILITY AND LUDOLOGY: A STUDY OF THE SOCIAL IMAGINARIES OF DIFFERENTLY ABLED VIDEO GAMERS IN THE SELECTED POPULAR CULTURE FICTIO
Author(s)
eeman sehar
Abstract
Title: Intersections of Disability and Ludology: A Study of the Social Imaginaries of Differently Abled Video Gamers in the Selected Popular Culture Fiction This study explores the production of a gaming culture and how it shapes the social imaginaries and leads to the formation of gaming identities of differently abled gamers in Gabriele Zevin’s Tomorrow, Tomorrow, and Tomorrow and Keith Stuarts’s A Boy Made of Blocks. I have employed the concept of “Gamer Identity” by Graeme Kirkpatrick as a reading prop to position gaming as a cultural practice. This cultural practice is a major force for transforming societies and is shaped by the society in return. I have further triangulated my theoretical support with Charles Taylor’s concept of “Social Imaginary”. It facilitates comprehending how the selected gamers may conceptualise their social interaction after the establishment of their gaming identities. Moreover, Jean Baudrillard’s theorising of “Hyperreality” is taken as a supporting lens for reading the two primary texts. It helps highlight the creation of a hyperreal world within a video game which is a virtual commodity and an artistic display of capitalism. The creation of these kinds of gaming spaces may provide accessibility to differently abled gamers. Consequently, through such ludic practices, they create their own virtual avatars and may attain a sense of autonomy, interactivity, and emancipation from day-to-day inequalities. The study has also deployed Tobin Siebers’ concept of “Complex Embodiment” that enforces the acceptance of disability as a human variation. This concept is helpful to substantiate the representation of differently abled gamers. The research is qualitative in nature and has used textual analysis as a research method. It is expected that this investigation productively contributes to the field of Ludology and Disability Studies.
Type
Thesis/Dissertation
Faculty
Languages
Department
English
Language
English
Publication Date
2025-06-20
Subject
Publisher
Contributor(s)
Format
Identifier
Source
Relation
Coverage
Rights
Category
Description
Attachment
Name
Timestamp
Action
5231f1fdb2.pdf
2025-08-01 10:06:18
Download