mental illness

OIPO Disability Abstracts: Gaming

Updated 4/28/2025

Anderson, S. L. (2017). The corporeal turn: At the intersection of rhetoric, bodies, and video games. Review of Communication, 17(1), 18-36. DOI: https://doi.org/10.1080/15358593.2016.1260762.

Through a critical literature review, this article examines the trend in game studies toward studying bodies, both of players and of characters, in communication scholarship. Specifically, first I discuss how the field of rhetoric has gradually become more familiar with studying games. Second, I map rhetorical studies’ involvement in materialism, specifically through the investigation of bodies. Third, I offer an extensive, though not exhaustive, review of how game studies has hitherto approached research regarding bodies. The article concludes by forecasting the future of game bodies and game studies with an eye toward Artificial Intelligence (A.I.) gaming, augmented reality, and virtual reality. This article argues that instead of creating a single, unifying theory of gaming bodies, games scholars should identify themes of bodies in games.

Anderson, S. L. (2023). Video game accessibility defined through advocacy: How the websites AbleGamers.org and CanIPlayThat.com use the word accessibility. Games and Culture Online First. DOI: https://doi.org/10.1177/15554120231170156.

This study investigates how the word “accessibility” is used in online news articles published by two video game-based disability advocacy organizations. AbleGamers is an accessibility and disability advocacy charity focused on improving the lives of people with disabilities through gaming. Can I Play That? publishes accessibility reviews of video games. Both organizations have news pages that publish disability and accessibility news. The study examines 50 news articles published by these organizations for how they use the word “accessibility.” The articles produced 105 instances of the word “accessibility.” The study finds nine themes for how “accessibility” is used. The study compares those uses and concludes by producing six pseudo-definitions for video game accessibility.

Anderson, S. L. (2024). Ability machines: What video games mean for disability [Digital Game Studies]. Bloomington: Indiana University Press.

Video games are both physically and cognitively demanding—so what does that mean for those with a disability or mental illness? Though they may seem at odds, Ability Machines illuminates just how vital video games are to understanding our bodies and abilities.

In Ability Machines, Sky LaRell Anderson shows us how video games can help us imagine what our abilities mean and how they engage us physically, behaviorally, and cognitively to envision our agency beyond limitations. On the surface, this can mean games provide power fantasies; more profoundly, games can fundamentally reshape cultural and personal understandings of mental health, illness, disability, and accessibility. Video games are indeed ability machines that produce a reimagined state of agency.

Featuring a comparative analysis of key video game titles, including Metal Gear Solid VWolfenstein II, Celeste, Devil May Cry 5Hellblade: Senua’s SacrificeHades, Nier: Automata, and more, Ability Machines tackles larger questions of ability and how our bodies relate to interactive media.

Anderson, S. L., & Johnson, M. R. (2021). Gamer identities of video game live streamers with disabilities. Information, Communication & Society Ahead-of-Print, 1-16.  https://doi.org/10.1080/1369118X.2021.1907433.

This study investigates the strategies video game streamers with disabilities employ to navigate their identity as gamers as it relates to their subject positions as persons with disabilities. Through an analysis of online videos featuring eight streamers with disabilities, this study reveals four themes around how streamers establish their identities regarding both disability and gaming: establishing gaming capital, acknowledging disability, gaming to overcome challenges, and feeling empowered to ‘inspire’. Our analysis discusses how the four themes coalesce around a co-constitutive identity of ‘disabled streamer’ that is unique from both gamer and disability identities yet informed by and negotiated through each of these in various ways. The study sheds light on the ongoing mutual creation and transformation of gaming and disability identities on the internet.

Anderson, S. L., & Schrier, K. (2021). Disability and video games journalism: A discourse analysis of accessibility and gaming culture. Games and Culture Online First. DOI: https://doi.org/10.1177/15554120211021005.

In this article, we conduct a discourse analysis of 60 articles to reveal themes that describe how games journalism reflects and constitutes understandings of disability and accessibility in gaming. First, we map prior research on media’s relationship to disability, as well as approaches to disability in game studies, including the introduction of two primary paradigms for addressing issues of accessibility in gaming. Second, the project reveals six thematic categories that describe how game journalism reflects and constitutes understandings of disability and accessibility in gaming: gamers with disabilities, portraying disability, game design, game controllers, discussing accessibility, and advocacy. Further comparison of the categories reveals four additional themes of discourses, namely, self-congratulations, fetishization, awareness as advocacy, and problem-solving. The article concludes with implications for the games industry, for theory, and for how the field of game studies can investigate disability.

Austin, J. (2021, December). “The hardest battles are fought in the mind”: Representations of Mental Illness in Ninja Theory’s Hellblade: Senua’s Sacrifice. Game Studies, 21(4). The International Journal of Computer Game Research, Game Studies Foundation. Supported by the Swedish Research Council (Vetenskapsrådet), The Joint Committee for Nordic Research Councils for the Humanities and the Social Sciences, Blekinge Institute of Technology, IT University of Copenhagen, and Lund University. Retrieved from: http://gamestudies.org/2104/articles/austin.

This paper explores the videogame Hellblade: Senua’s Sacrifice (Ninja Theory, 2017) through a disability studies lens in order highlight the unique challenges associated with representations of psychosis in fictional, immersive gameplay environments. Throughout this paper I employ close reading strategies to critically examine specific scenes from Hellblade that alternately subvert or uphold stereotypical representations of psychosis; furthermore, I acknowledge the largely positive effects of the designers’ collaboration with stakeholders in the mental health community. However, I note the difficulties associated with framing psychosis as a conventional disability in theoretical discourse and call for the continued collaboration between the humanities and the medical sciences to promote scholarship that does not inadvertently perpetuate stigmatizing tropes. Lastly, I also argue for an active divestment of the term “madness” in the humanities and note the potential for videogame studies to establish a scholarly standard for doing so.

Baker, M. M. (2022, October). The visual and narrative rhetoric of mental health in Gris. Journal of Gaming & Virtual Worlds, 14(3), 249-266. DOI: https://doi.org/10.1386/jgvw_00061_1.

Interdisciplinary game studies have long been fascinated by video games and their potential to improve mental health. Despite this interest, there is not yet a cohesive rhetorical framework to connect conversations about mental health with specific types of games. Following Waszkiewicz and Bakun’s (2020) call to adopt the term ‘cosy’ for games which inspire feelings of safety in players, encourage self-actualization and utilize soft aesthetics helps clarify discussions of the games suited to help improve mental health and allow players to process complex emotions. This article uses a close reading of the Nomada Studios game  to argue that considering cosiness when studying the connection between games, emotion and mental health will help researchers find a connection between game aesthetics and the types of psychological issues that a game can address effectively.

Baltzar, P., Hassan, L., & Turunen, M. (2024). Forced to choose silence: Social gaming with disabilities. Simulation & Gaming, 55(6), 1011-1031. DOI: https://doi.org/10.1177/10468781241259831.

Background

Socialization during gaming is an important aspect of gaming for people with and without disabilities. However, we know little about how gamers with disabilities play with others.

Aim

This study investigated the social gaming experiences of individuals with disabilities focusing on research questions 1) Who do people with disabilities play with?, and 2) How do people with disabilities communicate while gaming?

Method
We conducted a survey study which focused on experiences of gaming with disabilities. In total 92 responses were analyzed.

Results
The results suggest that gamers with disabilities play digital multiplayer games locally and online with friends, family, strangers, and people they know. The most used communication methods were speech, text, and built-in features. However, some were not communicating at all due to a lack of suitable communication methods. Furthermore, communication varied depending on if the gaming was happening online or locally, and depending on the gaming companions.

Discussion
The results align with previous research indicating that people with disabilities engage in gaming with friends, family, and strangers similar to any other gamer. However, there is a lack of studies on how people generally communicate in games, nonetheless, as speech and text communication methods are most commonly seen in games, we can assume that they are the most used communication methods for all gamers.

Limitations and Future Research
This study has limitations both related to the survey questions and the survey participants. We cannot be sure if all understood the questions in the same way, furthermore, most of the participants were experienced Finnish gamers with physical disabilities which could have skewed the results. Further research is necessary to address these limitations and broaden the scope of the study’s findings.

Conclusions
Based on the results, we argue that games should provide multiple means of communication to make social gaming more accessible.

Beeston, J., Power, C., Cairns, P., & Barlet, M. (in preparation). Characteristics and motivations of players with disabilities in digital games. York, UK & Charles Town, WV: Department of Computer Science Deramore Lane, University of York and The AbleGamers Charity.  Retrieved from: https://arxiv.org/ftp/arxiv/papers/1805/1805.11352.pdf.

In research and practice into the accessibility of digital games, much of the work has focused on how to make games accessible to people with disabilities. With an increasing number of people with disabilities playing mainstream commercial games, it is important that we understand who they are and how they play in order to take a more user-centered approach as this field grows. We conducted a demographic survey of 230 players with disabilities and found that they play mainstream digital games using a variety of assistive technologies, use accessibility options such as key remapping and subtitles, and they identify themselves as gamers who play digital games as their primary hobby. This gives us a richer picture of players with disabilities and indicates that there are opportunities to begin to look at accessible player experiences (APX) in games.”

Bierre, K., Chetwynd, J., Ellis, B., Hinn, D. M., Ludi, S., & Westin, T. (2019). Game not over: Accessibility issues in video games. San Francisco: Games Accessibility Special Interest Group, International Game Developers Association. Retrieved from: https://www.researchgate.net/publication/267403944_Game_Not_Over_Accessibility_Issues_in_Video_Games.

An issue that has been facing the game industry recently is the need to provide accessible games. There are various legal, financial, and ethical reasons for wanting more accessible games. This paper will examine the scope of the problem by reviewing the need for accessibility, the current state of the industry, and some proposed initiatives that we feel should start to occur in the near future. We also will look at case studies of several commercial games that have provided accessibility features.” (author’s abstract)

Boluk, S., & LeMieux, P. (2017). Blind spots: The Phantom Pain, The Helen Keller Simulator, and disability in games. In Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames. Minneapolis & London: University of Minnesota Press. DOI: https://doi.org/10.5749/9781452958354.

“…[this] chapter…examines the practices of blind players and the concept of disability in videogames. From Hideo Kojima’s Metal Gear Solid V: The Phantom Pain (2015), a graphic spectacle that begins with extensive cutscenes of a limping, hook-handed veteran, to the The Helen Keller Simulator (circa 2005), an unpopular Internet meme typically consisting of a black screen with no feedback, [this] chapter…considers metagaming in the context of critical disability studies. On one extreme, the hospitalized hero in The Phantom Pain allegorizes the hypertrophy of the graphics industry—his single eye standing in for single-point perspective and his hook hand recalling the limited articulation of a game controller. On the other extreme, The Helen Keller Simulator represents the atrophy of experimental games without gameplay—a failed simulation that cannot articulate the phenomenal experience of deaf and blind persons, but ultimately serves as a commentary on the impoverished representational capacity of videogames as a medium—the withoutness of all games. In contrast to the cinematic spectacle in The Phantom Pain and the minimal mechanics in The Helen Keller Simulator, [this] chapter…concludes with a discussion of alternative approaches to playing The Legend of Zelda: Ocarina of Time. Around the same time speedrunners like Narcissa Wright first experimented with temporal constraints in Ocarina of Time, Jordan Verner and Drew Wissler began developing metagaming practices through which both blind and blindfolded players navigate videogame spaces and invent new games according to alternate sensory economies. Rather than attempt to represent disability or make games more accessible, these practices reveal that there are always more ways to play” (n.p.).

Bozdog, M., & Galloway, D. (2020). Worlds at our fingertips: Reading (in) What Remains of Edith Finch. Games and Culture , 15(7), 789-808. DOI: https://doi.org/10.1177%2F1555412019844631.

Video games are works of written code that portray worlds and characters in action and facilitate an aesthetic and interpretive experience. Beyond this similarity to literary works, some video games deploy various design strategies that blend gameplay and literary elements to explicitly foreground a hybrid literary/ludic experience. We identify three such strategies: engaging with literary structures, forms, and techniques; deploying text in an aesthetic rather than a functional way; and intertextuality. This article aims to analyze how these design strategies are deployed in What Remains of Edith Finch to support a hybrid readerly/playerly experience. We argue that this type of design is particularly suited for walking simulators (or walking sims) because they support interpretive play through slowness, ambiguity, narrative, and aesthetic aspirations. Understanding walking sims as literary games can shift the emphasis from their lack of “traditional” gameplay complexity and focus instead on the opportunities that they afford for hybrid storytelling and for weaving literature and gameplay in innovative and playful ways.

Brown, M., & Anderson, S. L. (2020). Designing for disability: Evaluating the state of accessibility design in video games. Games and Culture. DOI:  https://doi.org/10.1177/1555412020971500.

This project evaluates the current state accessibility of video games, specifically in terms of designing for disability. We evaluate 50 games chosen for their sales data, critical reception, awards won, and other criteria to examine the widest possible sample of the most prominent games released in 2019. This approach to selecting games allows for identifying design trends as they emerge from the most widely played or influential games. The results highlight design pitfalls and innovations regarding accessibility in four key areas: auditory, visual, motor, and difficulty. As a feed-forward project, the aim is not simply to catalog what games include which accessibility features, a nearly impossible feat considering how varied the design features are, depending on the game. This report also attempts to point to future directions for how games can continue to innovate in accessibility.

Burrell-Kim, D. (2023, July). “Stuttering Matt”: Linguistic ableism and the mockery of speech impediments in video games. Game Studies, 23(2). The International Journal of Computer Game Research, Game Studies Foundation. Supported by the Swedish Research Council (Vetenskapsrådet), The Joint Committee for Nordic Research Councils for the Humanities and the Social Sciences, Blekinge Institute of Technology, IT University of Copenhagen, and Lund University. Retrieved from: https://gamestudies.org/2302/articles/burrellkim.

Language ideology and the representation of language in videogames has been largely neglected in the field of game studies; only recently have researchers begun to examine this crucial topic more. Recent studies (see Burrell-Kim, 2020a; Ensslin, 2010; Ensslin 2011; Goorimoorthee, Csipo, Carleton & Ensslin, 2019; Tarnarutckaia & Ensslin, 2019) have found that language and language users are often represented through stereotypes built on oppressive language ideologies that often result in real-world discrimination (Gee, 2015; Lippi-Green, 2012; MacSwan, 2018). Ableism has been a significant and growing research topic in game studies (e.g., Carr, 2014; Jerreat-Poole, 2020). Yet, no studies currently exist examining inequitable representations of language-related disabilities and speech impediments, which I will refer to as linguistic ableism. In real-life interactions and mainstream media, people with speech impediments are routinely misrepresented and discriminated against (Dolmage, 2018; Gayoso, 2018; Johnson, 2008; St Pierre, 2016). Thus, this study aims to explore how linguistic ableism occurs in mainstream roleplaying video games through the representation of speech impediments in Red Dead Redemption 2 (Rockstar Games, 2018), The Witcher 3: Wild Hunt (CD Project Red, 2015), Dragon Age: Origins (BioWare, 2009), Dragon Age II (Bioware, 2011), Dragon Age: Inquisition (BioWare, 2014), and Cyberpunk 2077 (CD Project Red, 2020). This study utilizes multimodal, medium-specific discourse analysis (Ensslin & Balterio, 2019; Hawreliak, 2018; Pérez-Latorre, Oliva & Besalú, 2017) to analyze video clips of characters with speech impediments collected from the selected games. A majority of the encounters with linguistic ableism indicate that speech impediments are most often used to signal a lack of intelligence in characters or are framed as a source of humor for players through mockery. As the first empirical examination of linguistic ableism in videogames, this study aims to both raise awareness of the ways in which language is often utilized for discrimination in videogame representation and highlight possibilities for the normalization of diverse voices in videogames.

Carr, D. (2014, December). Ability, disability and Dead Space. Game Studies, 14(2). The International Journal of Computer Game Research, Game Studies Foundation. Supported by the Swedish Research Council (Vetenskapsrådet), The Joint Committee for Nordic Research Councils for the Humanities and the Social Sciences, Blekinge Institute of Technology, IT University of Copenhagen, and Lund University. Retrieved from: http://gamestudies.org/1402/articles/carr.

This paper focuses on representations of able bodies and disability within Dead Space. The method used is textual analysis. The inquiry is shaped by two essays in particular: Williams’s screen studies account of ‘body genres’ (1999) and Snyder and Mitchell’s disability studies extension of Williams’s work (2006). In her essay, Williams describes the pleasurably excessive and spectacular aspects of body genres. Three instances of ‘excess’ in Dead Space are used to structure the analysis. These are (1) the abject bodies of the game’s undead monsters, (2) the colourful nature of the protagonist’s deaths and the uncertainty of his existence, and (3) the extravagant amount of gore and blood on offer. Through textual analysis, it is found that Dead Space represents the idea of disability as threatening, and able-bodied identity as conditional and precarious. Locales that are culturally associated with positivism and corporeal assessment (clinical and medical facilities) are tainted; contaminated by the intrusions of uncontrolled, excessive and abject bodies. It is argued that these aspects of the game contribute to the generation of sensations associated with generic horror, including fear, anxiety and dread. At the same time, the game offers players the opportunity to display attributes that are culturally associated with able bodied status, including accuracy, precision and control.

Carr, D. (2019). Methodology, representation, and games. Games and Culture, 14(7-8), 707-723. DOI: https://doi.org/10.1177/1555412017728641.

This article is about textual analysis, methodology, and representations (of bodies, identities and social groups) in digital games. The issues under consideration include textual analysis as procedure, the role of fragmentation in textual analysis, game ontology and the remit of textual analysis, and the role of the player-as-analyst in relation to subjectivity and embodied interpretation. These issues are discussed using a combination of game studies literature, film theory, and literary theory–and with reference to Deus Ex: Human Revolution (2011).

Carr, D. (2020). Bodies that count: Augmentation, community and disability in a science fiction game. In K. Allan & R. Cheyne (Eds.), Science Fiction, Disability, Disability Studies [Special Issue]. Journal of Literary & Cultural Disability Studies, 14(4), 421-436. DOI: https://doi.org/10.3828/jlcds.2020.28.

The article examines the overlaps between disability studies and digital game studies through an analysis of the science fiction digital game Deus Ex: Mankind Divided. Using an adaptation of Mitchell and Snyder’s work on disability and narrative prosthesis in literature, the power implied by erasure-by-metaphor is considered, as are issues of migration, appropriation, and the grotesque. By examining ability, disability, and tangibility in relation to the game’s rules, game-play, and narrative elements, this analysis demonstrates the relevance of disability theory to science fiction games.

Chakraborty, J. (2017). How does inaccessible gaming lead to social exclusion? In J. Lazar & M. A. Stein (Eds.), Disability, human rights, and information technology  [Pennsylvania Studies in Human Rights] (pp. 212-223). Philadelphia: University of Pennsylvania Press.

“Modern day video games provide great entertainment for the masses. From the latest first-person-shooter (FPS) games with ultra-high definition graphic engines to the most cutting-edge 3-D real-time-strategy (RTS) games, there is a video game for everyone. Or is there?” (p. 212).

Cockrum, C. (2024). Player’s preference and horror gaming: Accessibility and narrative equity in Naughty Dog’s The Last of Us Part II. In J. L. McDaniel & A. Wood (Eds.), Broadening the horror genre: From gaming to paratexts. London: Routledge. DOI: https://doi.org/10.4324/9781003406112-9.

The release of The Last of Us Part II revolutionized accessibility in gaming with its inclusion of over sixty accessibility options never used in video games prior to its release. These options modify the game for deaf, blind, or motor-impaired gamers and for those who experience motion sickness and color blindness through utilizing or eliminating various sensory interactions (sounds, visuals, haptic feedback through controllers, etc.) to create a space of inclusivity that allows players of all skill levels to experience the game in full. Alongside its many accessibility options, The Last of Us Part II deviates from typical zombie horror through its narrative use of the cordyceps fungus. The cordyceps integrates with the host through a multistage process, eventually turning the human completely into a fungal system. This chapter examines how The Last of Us Part II’s accessibility options and its creation of fungal zombies subvert typical horror tropes in video games. These features challenge typical characterizations of disability in horror, which often digress into flat presentations of disability as the grotesque or as moral metaphors. The Last of Us Part II, through its in-depth accessibility options, creates equity among gamers, and its refusal to co-opt disability in its creation of the monstrous inhibits the formation of narrative prosthesis, presenting a narration of horror that draws upon innate humanity of each player without creating “the Other.”

Crooks, H. R., & Magnet, S. (2018). Contests for meaning: Ableist rhetoric in video games backlash culture. In A. Day & K. Nielsen (Eds.), Re-Reading, Re-Imagining, and Re-Framing [Theme Issue]. Disability Studies Quarterly, 38(4).  DOI: http://dx.doi.org/10.18061/dsq.v38i4.5991.

An increasing number of video games focus on empathetic identification across difference. Since the mid-2000s, games that encourage catharsis and immersive engagement with trauma range from the personal as in That Dragon, Cancer (2014), in which players experience what it is like to parent a terminally ill child to geopolitical struggles as in Peacemaker (2007) which encourages player empathy for both sides of the Israeli-Palestinian Conflict. These games are rapidly gaining in popularity and commercial backing. As more games focus on issues of social justice, the backlash against these concerns among a vocal segment of the gaming community is increasing in frequency and intensity. A branch of the men’s rights movement has focused on video games aimed at understanding difference, and has attracted attention suggesting that all those advocating for social justice in games (dubbed Social Justice Warriors) should be understood to have narcissistic personality disorder (NPD). We argue that these claims to NPD need to be understood as a form of structural ableism mobilized by the men’s rights movement. In doing so, we argue that by situating the mental health labels evoked by current men’s rights’ activist rhetoric about feminist anti-racist interventions in game culture is a new form of the old practice of attaching mental health labels to people challenging social norms underpinning the dominant culture.

Csontos, B., & Heckl, I. (2025). The evolution of video game accessibility on Xbox consoles in the Far Cry game series. Universal Access in the Information Society. DOI: https://doi.org/10.1007/s10209-025-01208-4.

Video games are part of the culture and industry of the modern age. This form of entertainment is recreation for billions of people. It is important that people with disabilities are not partially or completely excluded from this form of entertainment. The accessibility of the content on websites and web applications is ensured by the Web Accessibility Guidelines (WCAG) and numerous directives. Unfortunately, the same cannot be said for video games. Currently, there are no uniform game accessibility guidelines accepted by both publishers and developers, and no directives to ensure compliance with the guidelines’ recommendations. In the course of our work, we developed a game accessibility evaluation method for the accessibility classification of games published on the Xbox console. We used this method to analyze the games in the Far Cry game series to see how they fulfil the Xbox Accessibility Guidelines (XAG) and other accessibility preferences. The analysis showed that the first parts of the game series had little or no support for accessibility, however, as time progressed, the number of features supporting accessibility increased significantly. Having identified the main problems, we have made a number of suggestions for game publishers and developers to increase the accessibility of video games.

Cullen, A. L. L., Ringland, K. E., & Wolf, C. T. (2018, April). A better world: Examples of disability in Overwatch. First Person Scholar [Feature Issue on Mad Crip Games]. Waterloo, ON: The Games Institute (GI) at the University of Waterloo in collaboration with IMMERSe, The Research Network for Video Game Immersion. Retrieved from: http://www.firstpersonscholar.com/a-better-world/.

“We interpret Overwatch characters as having a disability if they show signs of physical (e.g. amputation, low vision/sight) or psychosocial (e.g. autism, mood disorder) impairment. The impairments of Overwatch characters are interpreted as disabilities- that is, impairments that diminish their ability in the context of Western society. As evidenced by Overwatch gameplay and lore, however, these impairments are not necessarily disabling or remarked upon as disabilities in the social context of Overwatch” (n.p.).

DeAnda, M. A. & Straznickas, G. L. (2023). Undetectable Starting Points: Rethinking “Passing” in Level Design through Queerness, Disability, and Roxy’s Got Balls. In J. Malazita, C. O’Donnell, & E. LaPensée (Eds.), Critical Game Design [Special Issue]. Design Issues, 39(1), 27–41. DOI: https://doi.org/10.1162/desi_a_00704.

In this article, the authors tease out meritocracy from level design by comparing “passing” game levels with “passing” as performances for survival by marginalized peoples. We use HIV to demonstrate passing as a response from the intersections of queerness, race, and disability to inform heuristics for level design that tease out meritocratic design practices. We finish by illustrating our heuristics in action through Roxy’s Got Balls, an online drag queen bingo event.

Deckert, M., & Hejduk, K. W. (Eds.). (2024). User-centric studies in game translation and accessibility. New York: Routledge. DOI: https://doi.org/10.4324/9781032628677.

This innovative collection makes the case for a push within the discipline to adopt user-centric perspectives on translated video games and their corresponding accessibility features.

The volume demonstrates how audiovisual translation (AVT) and media accessibility (MA) involve decisions that can re-shape the gaming experience of players and other audiences. Contributions in the book outline this in two ways. First, they collectively provide an account of the prospects and challenges that come with user-centric scholarly inquiry in game translation and accessibility. Second, complementarily, they report on original studies and new, exciting findings while adopting the perspective of global users. Taken together, the collection serves as a call to action to systematically advance research eliciting variable types of input from users who take advantage of translation and accessibility services. Such research will facilitate a clearer understanding of how the particular decisions of translators and other relevant agents shape game reception.

This book will be of interest to scholars in both translation studies and video game research, as well as those interested in media accessibility and media studies more broadly.

The book is divided into two sections, “Prospects and challenges” and “User-centric studies.” Contents include the following contributions:

Doell, I. (2018, April 4). “Share melancholy thoughts”: Playing with mental illness in The Sims 4. First Person Scholar [Feature Issue on Mad Crip Games]. Waterloo, ON: The Games Institute (GI) at the University of Waterloo in collaboration with IMMERSe, The Research Network for Video Game Immersion. Retrieved from: http://www.firstpersonscholar.com/share-melancholy-thoughts/.

Provides an analysis of the video game The Sims 4 and how it misrepresents mental illness.

Dumont, A., & Bonenfant, M. (2023). Thinking inclusiveness, diversity, and cultural equity based on game mechanics and accessibility features in popular video games. In M. S. Jeffress, J. M. Cypher, J. Ferris, & J. A. Scott-Pollock (Eds.), The Palgrave Handbook of Disability and Communication. Cham: Palgrave Macmillan. DOI: https://doi.org/10.1007/978-3-031-14447-9_14.

Video games remain inaccessible for many players with disabilities. Limited knowledge, misconceptions and poor design choices hinder a large segment of the population from engaging in the cultural and social life video games provide. This chapter analyzes how developers of popular video games conceive inclusiveness, diversity of practices, and cultural equity through the design of game mechanics and accessibility features, as well as what video games reveal about the discursive and social context from which they emerge. Using a sociosemiotic methodological framework based on the Foucauldian concept of “discourse,” the authors analyze and discuss the implications of the mechanics and accessibility settings of the video games Celeste, Marvel’s Spider-Man: Miles Morales, and The Last of Us Part 2, as well as the paratexts surrounding their release.

E-collection ‘Special Issue on Video Games for Mental Health.’ (2019). JMIR Mental Health, 6(5). Retrieved from: https://mental.jmir.org/themes/722.

JMIR Mental Health is a peer-reviewed eHealth journal focusing on digital health and Internet interventions, technologies and electronic innovations (software and hardware) for mental health, addictions, online counselling and behaviour change.

This feature issue includes the following articles:

  • Using Computer Games to Support Mental Health Interventions: Naturalistic Deployment Study
  • Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games
  • The Potential of Game-Based Digital Biomarkers for Modeling Mental Health
  • Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade

Ellis, K., Leaver, T., & Kent, M. (Eds.). (2022). Gaming disability: Disability perspectives on contemporary video games (1st ed.). New York: Routledge. DOI: https://doi.org/10.4324/9780367357153.

This book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community.

Drawing on key concerns in disability media studies, the book brings together scholars from disability studies and game studies, alongside game developers, educators, and disability rights activists, to reflect upon the increasing visibility of disabled characters in digital games. Chapters explore the contemporary gaming environment as it relates to disability on platforms such as Twitch, Minecraft, and Tingyou, while also addressing future possibilities and pitfalls for people with disabilities within gaming given the rise of virtual reality applications, and augmented games such as Pokémon Go. The book asks how game developers can attempt to represent diverse abilities, taking games such as BlindSide and Overwatch as examples.

A significant collection for scholars and students interested in the critical analysis of digital games, this volume will be of interest across several disciplines including game studies, game design and development, internet, visual, cultural, communication and media studies, as well as disability studies.

Escobar-Lamanna J. C. (2024). “You’ve got to put in the time”: Neoliberal-ableism and disabled streamers on Twitch. In B. Haller & J. Preston (Eds.), Exploring Disability in the Digital Realm [Special Issue]. Societies, 14(6), 75. DOI: https://doi.org/10.3390/soc14060075.

This concept paper builds upon nascent research analyzing disability and the practice of videogame livestreaming on Twitch.tv. While a growing amount of scholarship analyzes the structure and organization of Twitch as a platform more broadly, with some attending to the platform’s marginalization of women and BIPOC streamers, few studies investigate the challenges that Twitch’s features and structures present to disabled streamers. This paper addresses this gap in the literature, considering the ways in which Twitch offers disabled streamers unique economic and community-building opportunities through its monetization and identity tag features while simultaneously presenting barriers to disabled streamers through these very same features. Utilizing a critical disability studies perspective and drawing upon forum posts made by disabled streamers and interviews with disabled streamers from online gaming news websites, I argue that Twitch reifies forms of neoliberal-ableism through its prioritizing of individual labour, precarious forms of monetization that necessitate cultures of overwork and ‘grinding’, and targeted harassment, known as hate raids, against disabled and other marginalized streamers to ultimately create a kind of integrative access where disability is tolerated but not valued.

Farris, A. (2020). The player and the avatar: Performing as other. Storytelling, Self, Society, 16(2), 177–199. DOI: https://doi.org/10.13110/storselfsoci.16.2.0177.

This article considers the ethics of identity play in game worlds. Although previous scholarship has examined the ways in which race, gender, and sexuality operate in game worlds, there has been a lack of attention to the way that disability identity also functions in these spaces. Seeking to highlight this omission as well as encourage disability-rights activists to rethink their long-standing opposition to simulation, the author of this article conducted a survey with sixty gamers of diverse backgrounds. This article shares the results of this survey as well as recommendations for future research on the ethics of avatar performances.

Fawcett, C., & Kohm, S. (2020). Carceral violence at the intersection of madness and crime in Batman: Arkham Asylum and Batman: Arkham City. Crime Media Culture, 16(2), 265-285. DOI: https://doi.org/10.1177/1741659019865298.

The action-adventure video games Batman: Arkham Asylum (2009) and Batman: Arkham City (2011) draw on familiar comic book narratives, themes and characters to situate players in a world of participatory violence, crime and madness. In the first game, the player-as-Batman is situated in Arkham Asylum, a high-security facility for the criminally insane and supervillains that also temporarily houses a general population of prisoners from Blackgate Penitentiary. The elision of criminality and mental illness becomes amplified in the second game with the establishment of Arkham City, a combined facility that conflates asylum and prison, completely dissolving any distinction between crime and madness. We draw on Rafter’s conceptual framework of popular criminology to seriously interrogate the representation of violence, crime and madness in these games. More than simply texts offering popular explanations for crime, the games directly implicate the player in violence enacted upon the bodies of criminals and patients alike. Violence is necessary to move the action of the game forward and evokes a range of emotional responses from players who draw from personal experience and other cultural and media representations as they navigate the game. We argue that while the game celebrates violence and the brutal conditions of incarceration, it also offers possibilities for subversive and critical readings. While working to affirm assumptions about crime and mental illness, the game also provides a visceral and visual critique of excessive punishment by the state as a source of injustice for those deemed mad or bad.

Ferrari, M., McIlwaine, S. V., Jordan, G., Shah, J, L., Lal, S., & Iyer, S. N. (2019). Gaming with stigma: Analysis of messages about mental illnesses in video games. JMIR Mental Health, 6(5). DOI: https://doi.org/10.2196/12418.

Background: Video game playing is a daily activity for many youths that replaces other media forms (eg, television); it serves as an important source of knowledge and can potentially impact their attitudes and behaviors. Researchers are, thus, concerned with the impact of video gaming on youth (eg, for promoting prosocial or antisocial behavior). Studies have also begun to explore players’ experience of gameplay and video game messages about violence, sexism, and racism; however, little is known about the impact of commercial video games in the sharing and shaping of knowledge, and messages about mental illness.

Objective: The aim of this review was to identify how mental illness, especially psychosis, is portrayed in commercial video games.

Methods: We performed keyword searches on games made available between January 2016 and June 2017 on Steam (a popular personal computer gaming platform). A total of 789 games were identified and reviewed to assess whether their game content was related to mental illness. At the end of the screening phase, a total of 100 games were retained.

Results: We used a game elements framework (characters, game environment/atmosphere, goals, etc) to describe and unpack messages about mental health and illness in video games. The majority of the games we reviewed (97%, 97/100) portrayed mental illness in negative, misleading, and problematic ways (associating it with violence, fear, insanity, hopelessness, etc). Furthermore, some games portrayed mental illness as manifestations or consequences of supernatural phenomena or paranormal experiences. Mental illness was associated with mystery, the unpredictable, and as an obscure illness; its treatment was also associated with uncertainties, as game characters with mental illness had to undergo experimental treatment to get better. Unfortunately, little or no hope for recovery was present in the identified video games, where mental illness was often presented as an ongoing struggle and an endless battle with the mind and oneself.

Conclusions: The game elements of the identified commercial video games included mental illness, about which many perpetuated well-known stereotypes and prejudices. We discuss the key findings in relation to current evidence on the impact of media portrayals of mental illness and stigma. Furthermore, we reflect on the ability of serious video games to promote alternative messages about mental illness and clinical practices. Future research is needed to investigate the impact that such messages have on players and to explore the role that video games can play in fostering alternative messages to reduce the stigma associated with mental illness.

Flynn, S. M., & Lange, B. S. (2010). Games for rehabilitation: The voice of the players. In Proc. 8th Intl Conf. Disability, Virtual Reality & Associated Technologies, Viña del Mar/Valparaíso, Chile, 31 Aug. – 2 Sept. 2010  (pp. 185-194). Highland Park, NJ: International Society for Virtual Rehabilitation. Retrieved from: http://www.icdvrat.org/2010/index2010.htm.

The purpose of this study is to explore the use of video games from the perspective of the disabled player. Over 150 participants responded to an online survey exploring the use of video games for rehabilitation. The respondents represented 9 countries throughout the world. The survey consisted of questions regarding subject demographics, living situation, activities of daily living assistance requirements, use of assistive devices, and computer use. Other questions addressed the responders’ disability. Video game play experience, activity, game play, controller use and accessibility are addressed. Questions regarding the use of currently available off the shelf video games in rehabilitation are explored. Lastly, we surveyed the future of video games and how they can be improved for rehabilitation and leisure enjoyment. The results of this survey are presented. In general, individuals with disabilities enjoy playing video games and play video games often. However, players with disabilities would appreciate educating the game industry about disabilities and how to makes games with a more ‘universal game design.’”

Fordham, J., & Ball, C. (2019, April). Framing mental health within digital games: An exploratory case study of Hellblade. JMIR Ment Health, 6(4). DOI: https://doi.org/10.2196/12432.

Background: Researchers and therapists have increasingly turned to digital games for new forms of treatments and interventions for people suffering from a variety of mental health issues. Yet, the depiction of mental illness within digital games typically promotes stigmatized versions of those with mental health concerns. Recently, more games have attempted to implement more realistic and respectful depictions of mental health conditions. Objective: This paper presents an exploratory analysis of a contemporary game that has the potential to change the way researchers, practitioners, and game designers approach topics of mental health within the context of gaming. Methods: A case study of Hellblade: Senua’s Sacrifice was conducted using frame analysis to show how key design choices for this game present the potential for new ways of approaching games and mental health. Results: A case study of Hellblade’s development shows how research-informed collaborative design with mental health practitioners, scientists, and individuals with mental health problems can lead to a realistic depiction of mental illness in games. Furthermore, the use of frame analysis demonstrates how to harness narrative, mechanics, and technology to create embodied experiences of mental health, which has the potential to promote empathetic understanding. Conclusions: This paper highlights an exemplary case of collaborative commercial game design for entertainment purposes in relation to mental health. Understanding the success of Hellblade‘s depiction of psychosis can improve serious games research and design. Further research must continue to provide deeper analysis of not only games that depict mental illness, but also the design process behind them.

Forlano, L. (2016, March). Hacking the feminist disabled body. In S. Bardzell, L. Nguyen, & S. Toupin (Eds.), Issue #8: Feminism and (un)hacking [Special Issue].  Journal of Peer Production.  Retrieved from: http://peerproduction.net/issues/issue-8-feminism-and-unhacking-2/peer-reviewed-papers/issue-8-feminism-and-unhackingpeer-reviewed-papers-2hacking-the-feminist-disabled-body/.

This article develops feminist understandings of hacking the body through a personal engagement with the socio-technical systems that are used to manage chronic disease and disability. Drawing on science and technology studies along with feminist studies about the mediated body, this essay develops a feminist understanding of hacking through an ethnographic account of the first several years of living as a Type 1 diabetic with an insulin pump and continuous glucose monitor. In particular, I will describe the ways in which these devices discipline everyday activities including: the tensions of being embedded with competing proprietary systems: the ways in which I disobey the devices and they disobey me; the ways in which we collaborate; the invisible labor required to navigate everyday life; and, the ways in which this experience challenges and extends notions of what it means to be human during a time of networked things and bodies. This critical analysis of the embodied experience of using and becoming part of a network of medical technologies serves to complicate the revolutionary claims about hacking and technology. Instead, they bring to life the ways in which these technologies reconfigure definitions around what it means to be human, enable unique socio-cultural hacking practices even among mundane activities in everyday life, reshape the boundaries between public and private, allow for failure, and create new kinds of bodily labor. Through this analysis, I argue that a feminist hacker ethic(s) features the disabled body (along with all of its features and bugs) as an important site of socio-technical engagement.

Furini, M., Mirri, S, & Montangero, M. (2019). Gamification and accessibility. In Proceedings for the 16th IEEE Annual Consumer Communications & Networking Conference (CCNC), 11-14 January 2019, Las Vegas, NV. Los Alamitos, CA: IEEE Computer Society Conference Publishing Services (CPS).  https://ieeexplore.ieee.org/document/8651750

Many different environments are looking at gamification to improve education, business, tourism, smart-cities management, etc. Despite its popularity, and despite the availability of many studies that propose approaches to transform a non-game activity into a game, a gamification strategy guideline is missing. Usually, the proposed methods are too general to be effective (e.g., simple rules, incentive mechanisms such as scores or vague prizes). In a society where algorithms personalize everything, and where people with different impairments (either technological or physical) are present, it is important to also understand peoples preferences in terms of games. In this paper, through a questionnaire filled by 22 people, we show that the game preferences (rules, mechanics, focus, motivations, and gaming environment) are assistive-technology dependent. These preferences can be used to customize the gamification process and therefore the study might be helpful to develop effective gamification strategies.

Gallagher, R. (2018, September). Minecrafting Masculinities: Gamer Dads, Queer Childhoods and Father-Son Gameplay in A Boy Made of Blocks. Game Studies, 18(2). The International Journal of Computer Game Research, Game Studies Foundation. Supported by the Swedish Research Council (Vetenskapsrådet), The Joint Committee for Nordic Research Councils for the Humanities and the Social Sciences, Blekinge Institute of Technology, IT University of Copenhagen, and Lund University. Retrieved from: http://gamestudies.org/1802/articles/gallagher.

Keith Stuart’s 2016 novel A Boy Made of Blocks tells the story of dad Alex and son Sam. Both characters are grappling with what it means to be(come) a man: where Sam’s autism casts doubt on his capacity to lead a ‘normal’ adult life, Alex’s personal and professional issues have shaken his sense of his own masculinity. The pair find relief in Minecraft (Persson and Mojang, 2011), discovering that the game offers a space where they can learn more about one another while rehearsing strategies for dealing with the problems they face. In its portrayal of a father-son relationship mediated via a videogame, Stuart’s novel testifies to the increasingly important role games play in contemporary discourses of gender, ability, education and parenting. Drawing on Kathryn Bond Stockton’s work on gaming and queer childhood, and on discussions of development and temporality from queer theory, crip theory and disability studies, this article interprets A Boy Made of Blocks as an attempt to imagine modes of masculine identity that depart from normative understandings of ‘manliness’ while eschewing the juvenility, solipsism and ‘toxic’ prejudice long seen as hallmarks of geek and gamer masculinities. Ultimately, however, the developments Stuart’s protagonists undergo are more about accommodating themselves to the cultural changes wrought by post-Fordism than they are any radical reimagining of masculinity. While this failure is disappointing, it also underlines the important role that game studies has to play, not merely in charting the course of gaming culture’s development, but in illuminating what has been happening, in recent decades, to the very concept of ‘growing up’.

Gaming and disability: Fun and function. (2018). reSearch, 14(1). Landover, MD: National Rehabilitation Information Center (NARIC). Retrieved from: https://naric.com/?q=en/publications/volume-14-issue-1-gaming-and-disability-fun-and-function.

“In this edition of reSearch, we explore the topic of video games, including online and virtual games, as leisure and/or rehabilitation tools for individuals with disabilities” (n.p.).

Gandolfi, E., Ferdig, R. E., & Calabria, K. (Eds.). (2018, July). Digital games for special needs: Special needs for digital games [Special Issue].  G|A|M|E: The Italian Journal of Game Studies Issue 7. Collaboration of Ludica, Film Forum at the Università Degli Studi di Udine, and Dipartimento di Storia, Beni Culturali e Territorio at Università degli Studi di Cagliari. Retrieved from: https://www.gamejournal.it/issues/game-n-7-2018/

“The goal of this special issue is to provide insights and guidelines for realizing and responding to this potential. The five articles collected address several aspects of the interplay between digital games and individuals with special needs. Aside from their topical differences, these contributions seem to share an underlying value given to the inclusion of individuals with disabilities in the world of gamers. The authors also collectively recognize the fact that games should be created with affordances that allow for universal access” (n.p.).

Gardner, D. L., Boyd, L., & Gardner, R. T. (2024). Piecing Together Performance: Collaborative, Participatory Research-Through-Design for Better Diversity in Games. In IEEE Transactions on Games. DOI: https://doi.org/10.1109/TG.2023.3349369.

Digital games are a multi-billion-dollar industry whose production and consumption extend globally. Representation in games is an increasingly important topic. As those who create and consume the medium grow ever more diverse, it is essential that player or user-experience research, usability, and any consideration of how people interface with their technology is exercised through inclusive and intersectional lenses. Previous research has identified how character configuration interfaces preface white-male defaults [39, 40, 67]. This study relies on 1-on-1 play-interviews where diverse participants attempt to create “themselves” in a series of games and on group design activities to explore how participants may envision more inclusive character configuration interface design. Our interview findings describe specific points of tension in the process of creating characters in existing interfaces and the sketches participant-collaborators produced challenge the homogeneity of current interface designs. This project amplifies the perspective of diverse participant-collaborators to provide constructive implications and a series of principles for designing more inclusive character configuration interfaces, which support more diverse stories and gameworlds by reconfiguring the constraints that shape those stories and gameworlds.

Gibbons, S. (2013, October 9). Playing for transcendence: Deus Ex: Human Revolution and disability. First Person Scholar. Waterloo, ON: The Games Institute (GI) at the University of Waterloo in collaboration with IMMERSe, The Research Network for Video Game Immersion. Retrieved from: http://www.firstpersonscholar.com/playing-for-transcendence/.

My commentary takes up the relationship between transhumanism and gaming in Human Revolution. I discuss narrative support for and against transhumanism, and argue that theories of posthumanism offer another area of inquiry with respect to embodiment. I suggest that as the game explores how technology changes our understanding of human ability, it also points toward how disability does not consist of a set of deficiencies, but is instead shaped by environments. Finally, I contend that the game’s inaccessibility is instructive for considering its imbrication in a culture of difficulty that valorizes overcoming the body.

Gibbons, S. (2015). Disability, neurological diversity, and inclusive play: An examination of the social and political aspects of the relationship between disability and games. In Game Studies in Media Res [Special Issue]. Loading… The Journal of the Canadian Game Studies Association, 9(14), 25-39. Retrieved from: http://journals.sfu.ca/loading/index.php/loading/issue/view/14.

This article explores existing connections between disability studies and game studies and suggests how the two fields might greater inform each other. While existing research explores the use of games to reduce pain and achieve rehabilitative goals, new research on games from a disability studies perspective can also consider the persuasive messages that games advance about disability, and how these messages affect questions of identity, inclusion, and acceptance. By arranging the relationship between disability and games into four topics – therapeutic and educational tools, game simulations, accessible features and controls, and narrative inclusion and identification – this article explores, attempts to address, represent, and simulate autism in digital games. It focuses on Auti-Sim (2013), a simulation exercise, and To the Moon (2011), an adventure role-playing game. Drawing on the writings of autistic activists and existing scholarship on disability simulations, the author considers how these games may influence the player’s understanding of autism at social and political levels, and how these artifacts engage with the overarching goals of disability inclusion and autism acceptance.

Hart, D. M. (2021). Beyond normative gaming: Cripping games and their fandoms. Unpublished doctoral dissertation, Miami University. http://rave.ohiolink.edu/etdc/view?acc_num=miami161822794824977.

In this project, which is situated at the intersections of disability studies, video game studies, and fan studies, I argue that disability is an integral part of video games and their communities of fans. Contrary to the misconception that digital spaces are technoutopias that foster equality through anonymity and virtual disembodiment, digital spaces tend to magnify bodymind differences and perpetuate systems of oppression. This is especially true in terms of disability, race, and gender. Disability has always been present in video games, but not necessarily in a positive way. The inaccessibility of games and related cultures exists both in terms of physical inaccessibility and cultural inaccessibility, the latter referring to the discouragement of marginalized individuals from playing video games and participating in gaming cultures. The inaccessibility of games has had a direct and reciprocal effect on representation in games, as characters who are not white, male, straight, and able-bodied/minded are often absent or negatively depicted. Gameplay is often normative and does not encourage the player to experience alternate ways of being. I refer to non-normative forms of gameplay as cripping a game in homage to Bonnie Ruberg’s notion of queering a game. I focus specifically on crip temporality in video games as it is related to mental illness, or mad time. Negative stereotypes of mental illness abound in video games; as a counterpoint, I analyze games that alter the player’s experience with time in a way that does not stigmatize madness. In the two final chapters, I blend a qualitative reception study of fan reactions to the Dishonored series with an analysis of video game fanworks, i.e., creative works made by fans about existing media. I analyze disability-related mods that fall into three broad categories: 1) mods that add accessibility options to video games, 2) mods that improve the representation of disabled characters, and 3) mods that alter the way a game functions to crip the gameplay experience. I conclude with a reflection on how events in 2020, including the COVID-19 pandemic and Black Lives Matter protests, have intersected with the topics of this dissertation.

Hassan, L. (2023). Accessibility of games and game-based applications: A systematic literature review and mapping of future directions. New Media & Society. DOI: https://doi.org/10.1177/14614448231204020.

Digital game technologies, that is, games and emerging game-based applications, are pervasively spread in society as a means of entertainment, education and exercise, amongst other uses. With this popularity, attention has been directed towards the accessibility of these technologies to people with disabilities to ensure equity, equal access to opportunities and realize earnings from a significant customer group. This study investigates: How is the attention of academic game accessibility research divided across game technologies, disability categories and use domains? And where is attention needed? To answer these questions, I conducted a review of research (162 manuscripts) on game technologies’ accessibility published between 2016 and 2020, inclusive. The reviewed literature appears to have a utility focus (e.g. on education and health management) that relatively de-emphasizes the importance of game accessibility for entertainment or fun purposes. Auditory, motor and mobility disabilities, and emerging gamification, exergames, virtual reality (VR) and augmented reality (AR) are especially under researched in the academic domain.

Haukaas, D. (2024). Disability identity in simulation narratives [Literary Disability Studies]. Cham: Palgrave Macmillan Cham. DOI:  https://doi.org/10.1007/978-3-031-44482-1.

Disability Identity in Simulation Narratives considers the relationship between disability identity and simulation activities (ranging from traditional gameplay to more revolutionary technology) in contemporary science fiction. Anelise Haukaas applies posthumanist theory to an examination of disability identity in a variety of science fiction texts: adult novels, young adult literature and comics, as well as ethnographic research with gamers. Haukaas argues that instead of being a means of escapism, simulated experiences are a valuable tool for cultivating self-acceptance and promoting empathy. Through increasingly accessible technology and innovative gameplay, traditional hierarchies are dismantled, and different ways of being are both explored and validated. Ultimately, the book aims to expand our understandings of disability, performance, and self-creation in significant ways by exploring the boundless selves that the simulated environments in these texts allow.

Henry, E. S. (2017). Reimaging disability in role-playing games. In E. Torner, E. L. Waldron, & A. Trammell (Eds.), Analog Game Studies [Vol. II] (pp. 93-96). Philadelphia: ETC Press.  https://analoggamestudies.org/2015/02/reimagining-disability-in-role-playing-games/.

“Role-playing games have a fraught relationship with disability. Take Numenera (2013) as an example: the game is set in a world where scientists have continued the project of eugenics, endeavoring to “perfect” the human form. This setting effectively erases disability from Numenera’s cyberpunk future. Here, disabled bodies are rendered invisible and therefore undesirable and unplayable. But while eugenics may lie far from the concerns of able-bodied designers, for disabled players, seeing eugenics succeed is not interesting. It is terrifying. Numenera, however, marks only one case where the problematic of disability in role-playing games is particularly clear. This essay analyzes the ways that disability is handled within the World of Darkness setting in order to articulate some common problems with the implementation of disability in role-playing games” (p. 93).

Hoffman, K. M. (2019). Social and cognitive affordances of two depression-themed games. Games and Culture, 14(7-8), 875-895. DOI: https://doi.org/10.1177/1555412017742307.

Video games can have a variety of intended and unintended effects on players, making the impacts of games and the role that individual design elements play in causing those impacts a valuable area of research. This study explored the social and cognitive effects on players of two “art games” (Depression Quest and Actual Sunlight) by analyzing player-generated discussion board posts, focusing on (1) what real-life social and cognitive effects the games had on players and (2) what elements of the games made the players consider them “good” or “bad” games. Players reported or demonstrated that the games led to understanding and empathy, self-evaluation, lessons learned, clinical discussion of depression, encouragement to others, a sense of community, and opening dialogue with friends and family. Discussions of game quality centered on realism, game endings and message, and player agency.

Holloway, C., Gerling, K., Power, C., Spiel, K., Barbareschi, G., Cox, A., & Cairns, P. (2019, October). Disability interactions in digital games: From accessibility to inclusion. In CHI PLAY ’19 Extended Abstracts: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 835–839). DOI: https://doi.org/10.1145/3341215.3349587.

Digital games are a hugely popular activity enjoyed for the diverse experiences and relationships that they offer players. In 2019, games are more accessible to an increasingly diverse audience of disabled players through both new gaming technology and in-game options that allow people to tune their experiences. As a significant cultural medium, it is also challenging perceptions of disability in how characters are depicted. In this workshop, we aim to understand better the research challenges in making games for and with disabled players. We explore opportunities in games and disability through the lens of the new Disability Interaction (DIX) manifesto.

Jerreat-Poole, A. (Ed.). (2018, March 14). Mad/Crip Games and play: An introduction [Feature Issue]. First Person Scholar. Waterloo, ON: The Games Institute (GI) at the University of Waterloo in collaboration with IMMERSe, The Research Network for Video Game Immersion. Retrieved from: http://www.firstpersonscholar.com/map-crip-intro/.

“I want this special issue to be the community I’ve never found, a gathering place for players and developers and writers who aren’t neurotypical, who aren’t able-bodied, who didn’t make it to the conference or game jam because the building was inaccessible or the forced socialization gave them panic attacks. I want this to be a queer Mad crip utopia. I want us to agree on how best to dismantle the ableist, racist, cis-hetero-patriarchy, those exploitative and painful hierarchies that make up the fabric of North American culture, of settler colonialism. I want us to like each other, support each other. I’m hungry for family” (n.p.).

Jerreat-Poole. A. (2020, February). Sick, slow, cyborg: Crip futurity in Mass Effect. Game Studies, 20(1).  Retrieved from: http://gamestudies.org/2001/articles/jerreatpoole.

This paper uses “cripping strategies” (Sandhal p. 149) to read game texts for disability representation, uncovering productive moments of tension and discomfort that disrupt the smooth story of hyper-able bodies performing extraordinary feats in the military science fiction (SF) trilogy Mass Effect (ME). In Disability Media Studies, Elizabeth Ellcessor and Bill Kirkpatrick call this practice “negotiation”: “how readers selectively attend to and interpret texts to form their own meanings from them” (p. 12). Following their example, I adopt “a disability perspective” which “is about decentering the physically and cognitively ‘normal’ character, the ‘normal’ viewer” (p. 140). Performing crip negotiation in my analysis of ME1-3, I explore the sick, slow, and cyborg moments that offer alternative futures for crip bodies, and interrogate the complex relationships between disability, culture, and technology. ME1-3 can be read as embodying what Alison Kafer terms “crip futurity” (2013, p. 21). Kafer explains that disabled bodies are cut out of all imagined futures or left behind as the neoliberal able-bodied pace of society rushes forward. Kafer insists that “I, we, need to imagine crip futures because disabled people are continually being written out of the future, rendered as the sign of the future no one wants” (p. 46). Turning to SF as a site to do this critical imagining, I look for futures in which technology has not eradicated disability but exists in a constellation of complex relationships with crip embodiments. In these futures disabled bodies exist alongside spaceships, Artificial Intelligence (AI), and particle beam weapons. Finally, I consider the intersections of gender, race, and disability, and how these identity positions impact access to futuristic technology and treatment as imagined in ME1-3.

Jerreat-Poole, A. (2022). Virtual Reality, disability, and futurity: Cripping technologies in Half-Life: Alyx. In D. Bolt (Ed.), Disability Futurity [Feature issue]. Journal of Literary & Cultural Disability Studies, 16(1), 59–75. DOI: https://doi.org/10.3828/jlcds.2022.4.

The article takes up Valve’s 2020 science fiction virtual reality (VR) game Half-Life: Alyx as a site through which to explore the complex relationship between bodies, technology, and disability. It discusses the way that VR inadvertently challenges both the fantasy of hyperable-bodiedness found in action-adventure, first-person shooter, and science fiction video games, and the myth of digital disembodiment—the idea that we can (and perhaps should desire to) transcend the physical body through digital avatars. Technology has an intimate relationship with pain, discomfort, and physicality, and this analysis of VR and Alyx foregrounds the messiness of embodied bionic encounters. Within the science fiction alternate reality of the game, technology plays a key role, often explicitly enhancing or augmenting the body. In an imaginative turn, the article takes up drones, gravity gloves, and the telephone headset as objects through which to fashion a more feminist and ethical future. Engaging in imaginative “criptastic hacking” (Yergeau in Hamraie and Fritsch 4), the article discusses potential ways of using technology as access aids, enacting a “cripped cyborg politics” (Kafer 106) and exploring the intimate relationships between organic and inorganic bodies.

Kamm, B., & Freudenthal, M. (Eds.). (2024). Exploring Access and Accessibility in Analog Role-Playing Games [Feature Issue]. Japanese Journal of Analog Role-Playing Game Studies, 5.

The fifth issue of the Japanese Journal of Analog Role-Playing Game Studies (JARPS) focuses on the fundamental themes of access and accessibility in table-top/table-talk (TRPG) and live-action (larp) role-playing games. This special issue explores the multifaceted barriers and opportunities for inclusivity, emphasizing the intersectionality of access to examine structural and experiential barriers in role-playing games. Access here refers to the right or ability to participate in gaming, regardless of identity or background, such as gender, race, or socioeconomic class. The concept of accessibility concerns the heterogeneous disability dimension of access, which intersects with the other dimensions, of course.

The contributions to this issue cover TRPGs as platforms for autistic social advocacy or how TRPGs support communication skills in afterschool programs for children with developmental disabilities. Others critique colonialist tropes in role-playing games or seek to reimagine calibration frameworks through Crip Theory, emphasizing the role of flexible pacing in TRPGs. Further contributions delve into adult education and empathy-building through inclusive game narratives or critically analyze emotional accessibility in role-playing games.

Collectively, this issue underscores the importance of moving beyond universalist notions of access and accessibility to embrace adaptive, inclusive design principles. By interrogating societal structures and biases in gaming, it invites readers to contribute to a dynamic dialogue about reshaping role-playing spaces for diverse global audiences. This issue serves as both a call to action and a springboard for future scholarship in the evolving field of analog role-playing game studies.

NOTE: Some contributions are only available in Japanese.

King, M., Marsh, T., & Akcay,  Z. (2022, January). A Review of Indie Games for Serious Mental Health Game Design. In B. Fletcher, M. Ma, S. GöbelJannicke, B. Hauge & T. Marsh (Eds.), Joint International Conference on Serious Games, JCSG 2021: Serious Games. Virtual Event, January 12–13, 2022, Proceedings [Lecture Notes in Computer Science Series Vol. 12945] (pp 138-152).

Mental health disorders present a global challenge being the largest contributor to non-fatal burden of disease. In fact, those who are experiencing symptoms of mental illness often wait ten years before seeking help. This is frequently due to help-seeking barriers such as stigma and cost. One way to combat help-seeking barriers is through increasing the mental health literacy of the public. This has been achieved successfully through digital delivery of mental health information and services, including serious games. Early research suggests that serious games are an effective tool for improving mental health literacy. However, factors such as poor-quality game design and research studies mean that developers face challenges when designing, developing, and analyzing serious games. To address these challenges this paper will provide an analysis of indie games that feature topics of mental health, trauma, and grief. Indie games share similarities to research environments, often being created by small teams on a limited budget. Even with these limitations they can tell impactful and emotional stories, making them a valuable source of inspiration for developers of serious mental health games.

King, M., Marsh, T., & Akcay,  Z. (2022, January). Using Indie Games to Inform Serious Mental Health Games Design. In B. Fletcher, M. Ma, S. GöbelJannicke, B. Hauge & T. Marsh (Eds.), Joint International Conference on Serious Games, JCSG 2021: Serious Games. Virtual Event, January 12–13, 2022, Proceedings [Lecture Notes in Computer Science Series Vol. 12945] (pp 153-166).

Mental health literacy (MHL) is an important 21st Century skill. Good MHL can help to reduce barriers to help-seeking by equipping the public with the knowledge needed to help themselves or someone experiencing a mental illness. One Australian-based organization that does this through a training course is Mental Health First Aid (MHFA) Australia. There are many digital interventions that aim to achieve this goal and serious games are no exception. Serious games have been identified as ideal for developing 21st Century skills, meaning MHL literacy is a promising candidate for serious games development. In fact, evidence suggest that serious games are effective as a tool for improving MHL. However, they often suffer from poor-quality game design, poor study design, high dropout rates, variability in studies and loss of motivation and engagement of players. This means that there are many challenges to consider when developing serious games. Here we describe our experiences in the development of a serious game prototype that utilizes the principles of MHFA. The aim of this development is to improve the confidence of players in delivering MHFA. Additionally, it aims to address the challenge of serious games quality by taking an artistic approach that combines narrative, aesthetics and mechanics using indie games for inspiration. There are many well-designed indie games that tell emotional and character driven stories of mental illness. They provide inspiration on the development of honest and relatable characters, which offer a positive representation of those experiencing a mental illness.

LeBlanc, A. (2024, September). Gothic gaming: The ill body and the haunted house in Kitty Horrorshow’s Anatomy. Game Studies, 24(3).

Kitty Horrorshow’s indie game Anatomy has received attention in public facing venues and is considered a haunted house cult hit, but the game is understudied in the scholarly realm. There is, however, a growing body of scholarship about how videogames and disability studies intersect. The haunted house functions as a synecdochical stand-in for the body and generates readings within disability and illness studies by drawing attention to a “reimagined state of agency” which is integral to videogames (Anderson, 2024, p. 4). This article argues that the game mechanics at work in Anatomy constitute a “destructive-creative iteration of Gothic access,” through the game’s use of found footage, first-person perspective and programmed failure, which can represent the flexible subjectivity of the chronically ill body (Herrero-Puertas, 2020, p. 347). I position Anatomy within definitions of the Gothic and Gothic games while providing an overview of gameplay. The following are areas of particular focus: shifting written and audio text within the game, distortions, crashes, glitches and the affective experience of discomfort for players through darkness, lo-fi graphics and the changing home scape. The game prompts affective and embodied experiences for the player which can be read through Adam Daniel and Peter Turner’s analyses of diegesis, found footage, first-person perspective, and programmed failure in horror. Finally, this article discusses Manuel Herrero-Puertas’ framework of Gothic access which posits that “haunted houses have and tell a story” — just as bodies have and tell stories — and I propose avenues for future study of the haunted house in videogames and the Gothic which might borrow from queer scholarship (2020, p. 340). Through the frameworks of Gothic access and bodily doubt, Anatomy helps us recognize that the body truly is our first experience of haunting while creating new avenues through which to think the unthinkable and play the unplayable.

Ledder, S. (2019). On dis/ability within game studies: The discursive construction of ludic bodies. In K. Ellis, R. Garland-Thomson, M. Kent, & R. Robertson (Eds.), Interdisciplinary approaches to disability: Looking towards the future [Vol. 2] (pp. 30-44). New York: Routledge.

“This chapter introduces the cultural model of dis/ability within critical disability studies. It argues how dis/ability is represented within different games by analysing audio-visual, narrative, ludic and simulation levels. The disregard towards dis/ability within the digital game industry can be traced back to the ableist hegemony. While in the game industry dis/ability mostly is no outspoken issue, there is one realm of game development where dis/ability is made relevant explicitly – human health and wellbeing. Within digital games different forms of dis/ability are produced, although most of these representations rely on the medical model. Digital games take part in the flexible normalism when they represent certain people with disability as normal – people who would be available as labour force. On the ludic level, we can analyse what the goal of a game is and what is expected from the player. Damage in most games is calculated as a subtraction from the value determined by health.”

Loewen, G., Cochrane, K. A., & Girouard, A. (2024). From Imagination to Innovation: Using Participatory Design Fiction to Envision the Future of Accessible Gaming Wearables for Players with Upper Limb Motor Disabilities. In Proceedings of the ACM on Human-Computer Interaction, 8(CHI PLAY), Art. 308, 1-30. New York: ACM. DOI: https://doi.org/10.1145/3677073.

The interest in enhancing video game interactions through wearable technology has grown, yet accessible gaming with wearables remains underexplored. This study employs participatory design fiction, enabling disabled gamers to envision a future with tailored gaming wearables while critiquing technology. We conducted a two-phase study. Phase one involved in-depth interviews with upper limb motor disability participants; we developed a fictitious gaming wearable by analyzing the data using reflexive thematic analysis. A smaller group iterated on the wearable in phase two to ideate on ideal futures with accessible gaming wearables. Using data and dialogic/performance analysis, we crafted a design fiction diegetic prototype as a tech review video. This research highlights disabled gamers’ unique needs and experiences around gaming wearables. It offers an innovative diegetic prototype for accessible gaming tech. Our methodological contribution merges narrative inquiry and dialogic/performance analysis in participatory design fiction research, providing a valuable approach for future studies.

Mancera, L., Baldiris, S., Fabregat, R, Gomez, S., & Mejia, C. (2017, July). aTenDerAH: A videogame to support e-Learning students with ADHD. In M. Chang, N. S. Chen, R. Huang, Kinshuk, D. Sampson, & R. Vasiou (Eds.), Proceedings of the 17th IEEE International Conference on Advanced Learning Technologies (ICALT 2017), IEEE Computer Society, Timisoaa, Romania (pp. 438-440). Los Alamitos, CA: IEEE Computer Society Conference Publishing Services (CPS).

“This paper presents aTenDerAH, a videogame designed to support e-Learning processes of young-adults students, especially those suffering from Attention Deficit Hyperactivity Disorder (ADHD). aTenDerAH was developed using Unity as the cross-platform game engine and development tool, Cinema 4D for creating models and animations in 3D, and Photoshop for creating textures to the 3D models. The videogame was integrated into the architecture of Atutor e-learning platform to carry out a case study of the perception of aTenDerAH from the point of view of a student suffering from ADHD, a student without this syndrome and a teacher. Participants agreed on being satisfied with the tool goals and the positive influence of the videogame in the learning process” (p. 438)

Mandryk, R. L., & Birk, M. V. (2019). The potential of game-based digital biomarkers for modeling mental health. JMIR Mental Health, 6(4). DOI: https://doi.org/10.2196/13485.

Background: Assessment for mental health is performed by experts using interview techniques, questionnaires, and test batteries and following standardized manuals; however, there would be myriad benefits if behavioral correlates could predict mental health and be used for population screening or prevalence estimations. A variety of digital sources of data (eg, online search data and social media posts) have been previously proposed as candidates for digital biomarkers in the context of mental health. Playing games on computers, gaming consoles, or mobile devices (ie, digital gaming) has become a leading leisure activity of choice and yields rich data from a variety of sources. Objective: In this paper, we argue that game-based data from commercial off-the-shelf games have the potential to be used as a digital biomarker to assess and model mental health and health decline. Although there is great potential in games developed specifically for mental health assessment (eg, Sea Hero Quest), we focus on data gathered “in-the-wild” from playing commercial off-the-shelf games designed primarily for entertainment. Methods: We argue that the activity traces left behind by natural interactions with digital games can be modeled using computational approaches for big data. To support our argument, we present an investigation of existing data sources, a categorization of observable traits from game data, and examples of potentially useful game-based digital biomarkers derived from activity traces. Results: Our investigation reveals different types of data that are generated from play and the sources from which these data can be accessed. Based on these insights, we describe five categories of digital biomarkers that can be derived from game-based data, including behavior, cognitive performance, motor performance, social behavior, and affect. For each type of biomarker, we describe the data type, the game-based sources from which it can be derived, its importance for mental health modeling, and any existing statistical associations with mental health that have been demonstrated in prior work. We end with a discussion on the limitations and potential of data from commercial off-the-shelf games for use as a digital biomarker of mental health. Conclusions: When people play commercial digital games, they produce significant volumes of high-resolution data that are not only related to play frequency, but also include performance data reflecting low-level cognitive and motor processing; text-based data that are indicative of the affective state; social data that reveal networks of relationships; content choice data that imply preferred genres; and contextual data that divulge where, when, and with whom the players are playing. These data provide a source for digital biomarkers that may indicate mental health. Produced by engaged human behavior, game data have the potential to be leveraged for population screening or prevalence estimations, leading to at-scale, nonintrusive assessment of mental health.

Marchisotto, J. (2019, May). Playing nothing: Games and cognitive difference in Murphy. Journal of Literary & Cultural Disability Studies, 13(2), 159-175. DOI: https://doi.org/10.3828/jlcds.2018.44.

In Murphy, Samuel Beckett uses games to undermine expectations of cognitive normativity. He aligns mental disability with play, re-contextualizing cognitive difference as an interactive process rather than a frightening Otherness. Informed by visits to mental hospitals and personal experience with psychoanalytic treatment, characters in Murphy often enter interdependent relationships that question their own subjectivities, exploring what it means to be recognized as mentally disabled. The article suggests Beckett uses games to unsettle logical narrative sequence and permit unanticipated results. The ludic framework emphasizes the features games share with non-normative epistemologies, or “cripistemologies.” Near the end of the novel Murphy plays chess with the schizophrenic Mr Endon, seeking equal recognition as mentally disabled. The game results in “Nothing,” a Nothing that is not a void but the feeling of an inarticulate something, the presence of which develops through playful exchange. This Nothing allows space for understandings of cognitive difference existing outside normative conventions, expanding considerations of mental disability through processes of exchange.

Martinez, J. J., Froehlich, J. E., & Fogarty, J. (2024). Playing on hard mode: Accessibility, difficulty, and joy in video game adoption for gamers with disabilities. Forthcoming in Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems (CHI ’24).

Video games often pose accessibility barriers to gamers with disabilities, yet there is no standard method for identifying which games have barriers, what those barriers are, and whether and how they can be overcome. We propose and explore three phases of the “game adoption process”: Discovery, Evaluation, and Adaptation. To advance understanding of how gamers with disabilities experience this process, the resources and strategies they use, and the challenges experienced, we conducted an interview study with thirteen gamers with disabilities with differing backgrounds. We then engage with existing theories of consequence-based accessibility, of difficulty, and of identity-based gaming to better understand how these processes manifest “access difficulty” and to characterize the experience of “disabled gaming.” Finally, we present design recommendations for game developers and distributors to better support gamers with disabilities in the game adoption process by engaging with community-made resources, supporting socially-created access, and creating customizable experiences with opportunities for unconventional play

McDaniel, J. L. (2024). Horror film tropes in tabletop games: Metadaptation, procedural rhetoric, and the “horror” of disability. In J. L. McDaniel & A. Wood (Eds.), Broadening the horror genre: From gaming to paratexts. London: Routledge. DOI: https://doi.org/10.4324/9781003406112-10.

This chapter offers a framework that combines Ian Bogost’s procedural rhetoric with Eckart Voigts-Virchow’s metadaptation. Using this framework, the chapter examines how the anti-ableist procedural rhetoric and tactics of metadaptation in tabletop horror games, such as Ravensberger’s Horrified and Accessible Games’ roleplaying game (RPG) Survival of the Able, lead players to question the moralistic history of the ways that films have depicted characters with disabilities: as monstrous, marginalized, and immoral due to their unfaithfulness to the norm. Finally, the chapter briefly discusses some tabletop gaming examples that repeat problematic tropes of disability from horror cinema due to their emphasis on fidelity.

Meinen, L. E. (2023). Share the Experience, Don’t Take it: Toward Attunement With Neurodiversity in Videogames. Games and Culture. DOI: https://doi.org/10.1177/15554120221149538.

Videogames increasingly focus on marginalized experiences such as neurodivergence. Specifically, the immersive and embodied aspects of videogames allow neurodivergent people to better explain their experiences. However, current research is limited to instrumentalization, by specifically looking for the therapeutic or educational benefits of videogames. I reflect on ethical questions that arise if we try to communicate the embodied experiences related to neurodiversity through videogames. I argue that videogames with the explicit goal to create empathy or care for neurodivergence can also be restrictive. Instead, I put forward attunement as an intersubjective and nonhierarchic mode of affective engagement with neurodiversity through gaming. An analysis of the videogames Unravel and Celeste helps me to illustrate what attunement in a videogame could look like. I conclude that better understanding neurodiversity through play, means “letting it be” instead of (re)shaping it to be easily consumable in videogames.

Meinen, L. (2024). Imagining neuroqueer futures: Crip time and care-ful connections in Night in the Woods. In J. F. Belmonte Ávila & E. Encarnación-Pinedo (Eds.), Unbound queer time in literature, cinema, and video games. London: Routledge. DOI: https://doi.org/10.4324/9781003399957-21. 

This chapter explores how the action-adventure game Night in the Woods helps players engage ethically with neurodivergence without ‘making them care’ in an oppressive manner. The video game offers an excellent case study on the potential role of videogames as a speculative medium to imagine neurodiversity-affirmative and disability justice-informed worlds. By turning to new materialist care ethics, the chapter argues that a care-ful approach is crucial if we want to use games to relate to another person’s lived experience and make sense of it. In this light, Maria Puig de la Bellacasa’s threefold definition of care is adopted to argue that NITW effectively includes each of these elements. Specifically, crip time functions as a way for players to make care-ful connections on the level of gameplay, storyline, and the ethico-political positioning of the game. The chapter explores the prominence of slowness and repetition in the video game and interprets them as neuroqueer affects. In the game, temporality functions as an affective structure that implicates the player in the task of building relationships both with Mae and through her with other characters. This offers an imperfect but imaginative exploration of what just disability futures might look like.

Meints, J., & Green, A. (2019, August). Representations of Disability and Player Agency in Borderlands 2. G|A|M|E: The Italian Journal of Game Studies Issue 8, 43-50. Collaboration of Ludica, Film Forum at the Università Degli Studi di Udine, and Dipartimento di Storia, Beni Culturali e Territorio at Università degli Studi di Cagliari. Retrieved from: https://www.gamejournal.it/representations-of-disability-and-player-agency-in-borderlands-2/.

This paper examines the first-person shooter Borderlands 2 through the lens of the social model of disability and rhetoric. Borderlands 2 encourages player agency while positioning the player within a visual rhetoric of disability. This combination of rhetoric and agency depicts disability as a social construct as opposed to the more common vision of disability as an innate flaw. This social model of disability within the game exists in tension with some ableist slurs and harmful stereotypes about disabled bodies also found in Borderlands 2. Nevertheless, Borderlands 2 models one approach how games can depict disability without positioning the disabled body as undesirable or grotesque.

Mejeur, C. (2023). Games as critical literature: Playing with transhumanism, embodied cognition, and narrative difference in SOMA. In T. Ghosal (Ed.), Global Perspectives on Digital Literature: A Critical Introduction for the Twenty-First Century. New York: Routledge. DOI: https://doi.org/10.4324/9781003214915-7.

Video games provide players with unique opportunities to play with identities and stories, and at times this narrative play can lead to new, potentially queer encounters with difference, embodiment, and humanity. This chapter explores SOMA (Frictional Games 2015) as a case study for narrative play and embodiment in games. A first-person, narrative game set in a post-apocalyptic world, SOMA tasks players with surviving and confronting themes of transhumanism, embodied cognition and identity, and the political costs of posthuman futures. SOMA exemplifies narrative difference in games and beyond––how we construct, play with, and experience our worlds differently.

Milligan, C. A. (2019, September). Immanent interbodies: Composing disability through embodied choragraphy. In P. Bratta & S. Sundvall (Eds.), Digital Technologies, Bodies, and Embodiments [Special Issue]. Computers and Composition, 53, 75-85. DOI: https://doi.org/10.1016/j.compcom.2019.05.006.

In this article, I argue that many praxes of composition stumble into pitfalls of ableism built into the default computer technologies that classrooms employ. Writing software and hardware writ large typically conflate the particularities of embodiment with the generality of “the body” equipped to succeed by standards of normalcy. Therefore, I propose a trajectory away from idealized interfaces, and toward immanent “interbodies,” which more fully account for embodiment’s contradictive mutabilities. Such work requires strategies for composing disability to draw attention to the embodied ways that many composition practices are performed in writing processes. Composing disability, I argue, makes our writing more like our bodies by subverting the standard use of writing technologies that construct classroom discourses. These praxes contribute to embodied choragraphy, which calls into question ableist pedagogies. Through wide citation of diverse scholarship and description of classroom exercises utilizing videogames and related media, this article challenges the fields’ commitment to computers and composition, and questions what versions of embodiment it finds value in.

Park, E., Chae, J., Eum, K., Choi, E., Oh, H., & Doh, Y. Y. (2025). Press start to continue: A thematic analysis of the iterative process of hardcore players with disabilities adapting to gameplay difficulties. In N. Yamashita, V. Evers, K. Yatani, & X. Ding (Eds.), Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems (CHI EA ’25), Art. 446, 1–7. New York: Association for Computing Machinery. DOI: https://doi.org/10.1145/3706599.3719723.

Playing video games can empower players with disabilities by providing them opportunities for connection, achievement, and cultural participation. However, as they continue playing, they need to devise alternative ways to access inaccessible game goals and manage social demands from multiplayer games. This study investigated how players with disabilities navigate these difficulties by analyzing interviews with five hardcore players with disabilities. The findings emphasize the critical role of available resources, including accessibility features, inclusive design supporting experimentation, and robust community support in enabling players to continue playing. To do so, players adapt to game difficulties through an iterative process of employing coping strategies using available resources. The findings highlight the importance of game environment, social, and cultural resources in supporting participants’ continued gameplay and provide related insights

Perry, P. (2023, December 20). Ctrl Shift: How Crip Alt Ctrl Designers Change the Game and Reimagine Access. DOI: https://doi.org/10.31219/osf.io/mahn5.

To being, this PhD covers a comprehensive literature review. The research embarked upon in this thesis delves into the intricate domain of game controllers, crip technology, and game design. Initially, the thesis scrutinizes the historical relationship between game controllers and Human- Computer Interaction (HCI), exploring the consequent impact on disability. This investigation also addresses the prevalent trope of the “technological cure” within the scope of HCI. Shifting the lens to User-Centered Design (UCD), the research delineates its evolution in the context of console game controller design. Given UCD’s evident shortcomings in producing universally accessible controllers, the research pivots to community-derived solutions. A deeper dive is taken into the inherent limitations posed by mental models in console controllers. This exploration further demystifies the often- misunderstood concept of affordance in UCD. The narrative then pivots to the transformative feats of crip hackers, prompting the reader to envision a future where such innovation is applied to game controllers. Delving into HCI, the thesis explores the notions of Embodiment and Entanglement with Crip HCI, questioning the feasibility of introducing activist affordances in controllers. This inquiry culminates in an analysis of Alt Ctrl games, assessing their potential to harmonize with procedural rhetoric, metaphor, and activism in the gaming realm. It maps both the history of Alt Ctrl Games and serves to create a working definition for the genre. This PhD’s practice based research delves into the design methodologies employed by crip designers in the creation of Alt Ctrl games, offering a distinctive perspective on game development. It begins with an introspective analysis of the researcher’s own practices as a disabled game practitioner, documenting the methods employed in their creative process. Building upon this personal exploration, the study extends to a collaborative framework where a group of disabled designers is paired with Alt Ctrl game developers. Utilizing an asynchronous participatory workshop model, the research probes into the shared practices and dynamics within these partnerships. Central to this study is the examination of how these collaborations, deeply rooted in the designers’ personal experiences and the boundaries posed by assistive technology, confront and challenge conventional co-design frameworks. It brings to light the necessity and potential of a Crip game design methodology, one that inherently incorporates disability considerations from the outset. This approach not only advocates for ethical game design but also aims to shift the gaming landscape, fostering more inclusive and accessible design processes for creating games.

Poetics of play. (2019, April). InVisible Culture: An Electronic Journal for Visual Culture (IVC) Issue 30. Rochester, NY:  University of Rochester, Graduate Program in Visual & Cultural Studies. Retrieved from: https://ivc.lib.rochester.edu/category/issues/current-issue/.

Scholarly articles and creative works that address the poetics and politics of video games.

Powers, G. M., Nguyen, V., & Frieden, L. M. (2015). Video game accessibility: A legal approach. Disability Studies Quarterly, 35(1).  DOI:  DOI: http://dx.doi.org/10.18061/dsq.v35i1.4513.

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.

Raffety, E., & Insa-Iglesias, M. (2023). Re-imagining Christian education through neurodivergent fellowship, play, and leadership in online videogaming. In T. Hutchings (Ed.), Teaching with Games: Formative Gaming in Religion, Philosophy and Ethics [Special Issue]. gamevironments no. 19.  DOI: https://doi.org/10.48783/gameviron.v19i19.220.

From Fall 2020 to Spring 2022, the Center of Theological Inquiry, funded by a grant from the Templeton World Charity Foundation’s Diverse Intelligences Initiative and in collaboration with Glasgow Caledonian University in Scotland, created a Minecraft (2011) videogame prototype titled The Spiritual Loop. This videogame prototype was designed and developed for fostering spiritual growth and connection based on ethnographic research with neurodivergent persons and their Christian faith communities in the United States. Considering the lack of access disabled persons experience with respect to Christian communities in the US (Carter 2007), alongside the disproportionate emphasis on educational and therapeutic outcomes with respect to neurodivergent gamers (Spiel and Gerling 2021), our participatory fieldwork with neurodivergent players led us to emphasize the game’s opportunities for spiritual connection versus mastery of biblical content or Christian virtues.

This paper highlights two findings with respect to gaming and Christian education. First, despite the consistent emphasis on fostering Christian community and connection, neurotypical players frequently mistook the game’s goal as Christian education, whereas neurodivergent players readily appreciated the game’s fellowship potential. Second, neurodivergent players seamlessly assumed leadership roles in online game play, confirming the ability of online communities to transform theological hierarchies (Campbell 2012). Based on these findings, we suggest that a bifurcation in fellowship and education in traditional Christian formation reflects ableist biases. The flexible, playful environment presented in online gaming spaces offers critical opportunities for fostering fellowship between neurodivergent and neurotypical Christians, as well as untapped opportunities for neurodivergent leadership to flourish in reimagining more accessible environments for Christian education.

Ringland, K. E. (2017, May 30). Who has access? Making accessible play spaces in Minecraft for children with autism. Analog Game Studies [Online Journal].  Pittsburgh: Carnegie Mellon University.  Retrieved from: http://analoggamestudies.org/2017/05/who-has-access-making-accessible-play-spaces-in-minecraft-for-children-with-autism/.

“In this essay, I will explore how parents and children have worked together to create an accessible play space. Here, the physical and virtual have become inevitably intertwined as they have not only configured their physical access to the game, but also their software, virtual world, and social interactions” (n.p.).

Ringland, K. E. (2019, May). A Place to Play: The (Dis)Abled Embodied Experience for Autistic Children in Online Spaces. CHI ’19 Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, Glasgow, Scotland [Paper No. 288]. New York: ACM. Retrieved from: https://doi.org/10.1145/3290605.3300518.

Play is the work of children-but access to play is not equal from child to child. Having access to a place to play is a challenge for marginalized children, such as children with disabilities. For autistic children, playing with other children in the physical world may be uncomfortable or even painful. Yet, having practice in the social skills play provides is essential for childhood development. In this ethnographic work, I explore how one community uses the sense of place and the digital embodied experience in a virtual world specifically to give autistic children access to play with their peers. The contribution of this work is twofold. First, I demonstrate how various physical and virtual spaces work together to make play possible. Second, I demonstrate these spaces, though some of them are digital, are no more or less “real” than the physical spaces making up a schoolyard or playground.

Rodéhn, C. (2022, March). Introducing Mad Studies and Mad Reading to Game Studies. Game Studies, 22(1). The International Journal of Computer Game Research, Game Studies Foundation. Supported by the Swedish Research Council (Vetenskapsrådet), The Joint Committee for Nordic Research Councils for the Humanities and the Social Sciences, Blekinge Institute of Technology, IT University of Copenhagen, and Lund University. Retrieved from: http://gamestudies.org/2201/articles/rodehn.

The aim of this paper is to introduce and develop mad studies as a theory and mad reading as a method for examining representations of madness in games. Mad studies is a theoretical field that examines madness and critically addresses systematic and symbolic sanism. In this text, mad studies is positioned as a shift of perspective from previous psy sciences-influenced research to a more inclusive way of studying madness in games. Mad reading is explained as (1) a situated reading, (2) challenging sanist representations, (3) reading the explicitly mad, (4) revealing where madness is not clearly visible, and (5) maddening games. The paper offers suggestions on how to put mad studies and mad reading into practice when studying games. The paper is primarily theory-driven but gives examples from several games, particularly the game Outlast.

Rodríguez Jiménez, M., Pulina, F., & Lanfranchi, S. (2015). Video games and Intellectual Disabilities: A literature review. Life Span and Disability XVIII, 2, 147-165.

Video games are ubiquitous in the society and this technology has transcended its initial playful side to become also an educational and cognitive training tool. In this sense, different studies have shown that expert game players gain advantages in various cognitive processes respect to non-players and that playing with video games can result in particular profits that in some cases could be generalized to other tasks. Accordingly, video games could be used as a training tool in order to improve cognitive abilities in atypical populations, such as relating to individuals with intellectual disabilities (ID). However, literature concerning video games in people with ID is sparse. In this paper we executed a narrative review of the studies about the use of video games in relation to people with ID.

Romano, K. D. (2014). (Dis)Abled Gaming: An Autoethnographic Analysis of Decreasing Accessibility for Disabled Gamers. Unpublished Master’s Thesis, Communication Department, University of South Florida, Tampa, FL. Retrieved from: http://scholarcommons.usf.edu/etd/5575.

Within the context of culture, disability has long existed as a stigmatizing quality (Goffman, 1963). As a result, people with disabilities are often overlooked or completely omitted from various, cultural artifacts. This exclusion of people with disabilities is largely recognized as unproblematic because their disabilities imply an inevitable failing. Through my own experiences as a disabled gamer, I have recognized that video games have also framed gamers with disabilities as problematic. Video games are largely constructed in a one-size-fits-all mentality (Grammenos, 2014), where very specific people, with very specific kinds of bodies, are granted access to play them. Since disabled gamers are not necessarily capable of playing video games in similar ways that able-bodied gamers can, it is assumed that we can’t play video games and that we shouldn’t want to. By using autoethnography as theory, I venture through a few stories from my life in which my own disability has rendered gaming either difficult or impossible. I seek to use these autoethnographic pieces as living examples of the problems involved with a traditional discussion of accessibility for people with disabilities. This thesis is a call for a renegotiation of “accessibility,” and how generalized formulations of this concept are still capable of excluding people who are disabled in very particular ways. In accordance with Shakespeare’s (2006) interactive model, I use my stories to show how my disability is a culmination of both the material and social qualities of my body. It is from this model that I seek transcendence from thinking of disabled bodies in either a medical or social model (Oliver, 1990) approach. Accessibility should be regarded as an interactive and cyclical process, which takes place between the individual, her body, the environment, and back again. An assessment of video game accessibility should be referred to in a similar way, where developers may attempt to be inclusive to people of varying kinds and levels of disability, rather than focusing solely on able-bodied modes of gaming.

Ruberg, B. (2020, March). Empathy and its alternatives: Deconstructing the rhetoric of “empathy” in video games. Communication, Culture and Critique, 13(1), 54–71. DOI: https://doi.org/10.1093/ccc/tcz044.

This article analyzes the contemporary discourse that surrounds video games. Specifically, it confronts the rhetoric of “empathy,” which has become a buzzword in North American industry, academic, education, and media conversations about video games and their supposed power to place players into others’ shoes—especially those games created by queer or otherwise marginalized people. Scholars like Wendy Chun and Teddy Pozo and game designers like Robert Yang have spoken out against this rhetoric. Building from their writing, as well as critiques from the creators of queer independent games commonly mislabeled as “empathy games,” this article delineates the discriminatory implications of the term. Rather than simply dismissing “empathy,” however, this article unpacks it, turning to textual artifacts like news stories and industry presentations, as well as the 2016 video game Unravel (ColdWood Interactive), to deconstruct the term’s many meanings and to identity alternative (queerer) models of affective engagement with video games.

Santoro, G., Costanzo, A., & Schimmenti, A. (2019). Playing with identities: The representation of dissociative identity disorder in the videogame “Who am I?’Mediterranean Journal of Clinical Psychology, 7(1), 1-10. Retrieved from: https://cab.unime.it/journals/index.php/MJCP/article/view/2053.

Who am I: The Tale of Dorothy (WAI) is the first videogame ever that addresses the treatment of an individual suffering from dissociative identity disorder (DID). WAI describes the life and internal experience of a 14-year-old girl named Dorothy who suffers from DID. The goal of this videogame is to integrate all Dorothy’s dissociated identities. Notably, several symptoms of DID are correctly portrayed in the game, such as identity confusion, identity alteration, amnesia, and psychotic-like experiences. Furthermore, WAI identifies the developmental origins of DID in the individual’s exposure to severe traumatic experiences in the attachment relationships during childhood, which is consistent with current empirical evidence on the developmental precursors of the disorder. Therefore, WAI may represent an innovative possibility for illustrating the main features of DID to gamers, students, and lay people. Accordingly, playing WAI can have important educational implications, as it might serve to reduce mental stigma toward people suffering from DID.

Shell, J. (2021, April 1). What Do We See: An Investigation Into the Representation of Disability in Video Games. DOI: arXiv:2103.17100v1.

There has been a large body of research focused on the representation of gender in video games. Disproportionately, there has been very little research in respect to the representation of disability. This research was aimed at examining the representation of disabled characters through a method of content analysis of trailers combined with a survey of video gamers. The overall results showed that disabled characters were under-represented in video games trailers, and respondents to the survey viewed disabled characters as the least represented group. Overall, both methods of research concluded that the representation of disabled characters was low. Additionally, the characters represented were predominantly secondary, non-playable characters not primary. However, the research found that the defined character type was a mixture of protagonists and antagonists, bucking the standard view of disabled characters in video games.

Silva, M. C. A. P., Maneira, A., & Villachan-Lyra, P. (2018, April). Digital educational games: Inclusive design principles for children with ADHD. In K. Tyner & C. Costa (Eds.), Proceedings of Play2Learn 2018 (pp. 30-45). Lusófona University and the University of Texas-Austin: The Gamilearning Project. Retrieved from: http://gamilearning.ulusofona.pt/play2learn-2018-proceedings/.

This work presents the characteristics inherently present in games which can positively influence children’s learning and are considered of special relevance in the learning process of those diagnosed with Attention Deficit Hyperactivity Disorder (ADHD). The development of digital educational game requires the game designer’s awareness of the influence of learning outcomes of all game elements. Starting with the first creative ideas until the last testing sessions. Despite being the most common neurobehavioral disorder related to human infancy and a cause of severe hindrance to the personal and academic life of children, studies discussing how digital games can be developed or better adjusted to effectively support these children’s learning process seems to be lacking. The main objective of this article is to provide guidelines with which game designers can create better educational games by improving their accessibility and inclusiveness, while having this target audience in mind. To do so, 11 guidelines are presented based on essential components of Interaction Design, User Interface and User Experience, as well as foundations of Cognitive Psychology and clinical characteristics common to children with ADHD. These guidelines are Simple interactivity; Recurring rewards through positive feedbacks; Removal of distracting elements; Emphasis on relevant elements; Level flexibility; Reduced level duration; Multiplayer option; Unlimited game session duration; Validation of important game actions; High visual standards; Motivation and fun as main components. The isolated use of each guideline is already a contribution to the process of creating educational digital games for children with ADHD. However, this work intends to promote a complete and directed guidance to the game designer, who will be able to develop games that effectively improve the learning conditions of children with ADHD by combining the different proposed guidelines.

Sousa, C. (2020). Empowerment and ownership in intellectual disability gaming: Review and reflections towards an able gaming perspective (2010-2020). In F. Costa Luz & C. Costa (Eds.), Videogames and Culture: Design, Art and Education [Feature Issue]. International Journal of Film and Media Arts, 5(1), 14-23. DOI: https://doi.org/10.24140/ijfma.v5.n1.02.

As with other populations, the usage of games by people with Intellectual Disability (ID) has been increasingly approached by research. Notwithstanding, the role of games in the lives of people with disabilities tends to be studied through a categorical picture that emphasizes its therapeutic characteristics and neglects games as recreation and as a form of cultural expression. The present work aims to review the main research outcomes of the last 10 years in the field of gaming and ID. It presents an analysis of the main research objectives and approaches to gaming adopted in the analysed studies, as a path to reflect on two specific concepts: empowerment and ownership. Therefore, a Systematic Literature Review (SLR) methodology, accompanied by statistical and content analysis procedures, was adopted to analyse a sample of 61 peer-reviewed research papers (2010-2020) in this field. The obtained results emphasize the passive role of individuals with ID in games research, with gaming mainly seen through therapeutic our game-based learning approaches. The presented reflection on inclusive research, through the parallelism between game studies and critical disability studies, also highlights that the access to games, as a cultural expression, for people with ID could foster the inclusion of these individuals in the public sphere, both in media and in the democratic civic structures. The produced insights intend to frame future approaches that situate the potential of games and their accessibility as strategies to decrease environmental barriers and hindrances that people with ID face in their specific contexts and foster inclusion.

Sousa, C., Neves, J.C., & Damásio, M.J. (2022). The pedagogical value of creating accessible games: A case study with higher education students. In E. Melser & D. Kao (Eds.), Innovations in Game-Based Learning [Special Issue]. Multimodal Technologies and Interaction, 6(2), 10. DOI: https://doi.org/10.3390/mti6020010.

The potential of games in empowering underrepresented groups is a central theme in the field of media studies. However, to ensure that everyone can benefit from them, it is necessary to ensure that they are inclusive and accessible. In the present work, we have implemented a Participatory Action Research (PAR) approach to target this problem, right at the stage of training new game designers and game developers. Thus, through a game-design-based or experimental game design pedagogical approach, we intended to promote inclusive and accessibility-driven game design and development skills in students, while decreasing their negative attitudes towards people with Intellectual Disability (pwID). A protocol with a Non-Governmental Organization in the field was established and, during two semesters, students were challenged to develop 10 accessible games and physical interfaces for pwID and motor disabilities, through participatory processes. Pre and post assessment was conducted, through a mixed-method approach. After participating in this process, students reported satisfaction and increased knowledge of cognitive and motor accessibility, and inclusive game design in general. Moreover, the attitudinal assessment showed significantly lower levels of prejudiced beliefs towards pwID (p < 0.05).

Spöhrer, M., & Ochsner, B. (Eds.). (2024). Disability and video games: Practices of en-/disabling modes of digital gaming [Palgrave Games in Context]. Cham: Palgrave Macmillan Cham. DOI: https://doi.org/10.1007/978-3-031-34374-2.

This collection intends to fill a long overdue research gap on the praxeological aspects of the relationships between disabilities, accessibility, and digital gaming. It will focus on the question of how Game Studies can profit from a Disability Studies perspective of en-/disabling gaming and issues of disability, (in)accessibility and ableism, and vice versa. Instead of departing from the medical model of disability that informs a wide range of publications on “disabled” gaming and that preconceives users as either “able-bodied,” “normal” or as “disabled,” “deficit,” or “unable to play,” our central premise is that dis/ability is not an essential characteristic of the playing subject. We rather intend to analyze the complex infrastructures of playing, i.e., the complex interplay of heterogeneous human and non-human actors, that are en- or disabling.

Contents include:

Spors, V., & Kaufman, I. (2021, September). Respawn, Reload, Relate: Exploring the Self-Care Possibilities for Mental Health in Games through a Humanistic Lens. Proceedings of the ACM on Human-Computer Interaction, 5(CHI PLAY), Article No. 263, 1–31. DOI: https://doi.org/10.1145/3474690.

Games have the potential to not only entertain and immerse people, but can be used as vehicles for meaning-making. Given these qualities, games are approached as inspiration for caring technologies, especially for mental health. This transformative process often prioritises learning from games as systems, but not necessarily from the experiences of people with mental distress who play games for self-care. In this paper, we report on a participatory workshop series that sets out to further illuminate the connection between games, self-care and mental health from a humanistic, person-centred perspective. Over four workshops, we engaged 16 people with experiences of mental distress in speculative making activities and discussions of how self-care technology inspired by games could be re-envisioned. By thematically analysing our discussions and collective sense-making, we showcase how participants actively “re-frame” games for self-care. Finally, we sketch out how game developers and makers of gameful self-care technologies could build on our findings.

Stang, S. (2018, March 21). Madness as true sight in The Cat Lady and Fran Bow. First Person Scholar [Feature Issue on Mad Crip Games]. Waterloo, ON: The Games Institute (GI) at the University of Waterloo in collaboration with IMMERSe, The Research Network for Video Game Immersion. Retrieved from: www.firstpersonscholar.com/madness-as-true-sight-in-the-cat-lady-and-fran-bow/.

“In this article, I discuss the way Hellblade has been praised and critiqued for its use of mental illness as a mechanic in order to compare it to The Cat Lady and Fran Bow” (n.p.).

Stiegler A., & Zimmermann G. (2015). Gamification and accessibility. In J. Zhou & G. Salvendy (Eds.), Human Aspects of IT for the Aged Population, Design for Aging, ITAP 2015. Lecture Notes in Computer Science [Vol. 9193] (pp. 154-154). Switzerland: Springer International. https://link.springer.com/chapter/10.1007/978-3-319-20892-3_15

There are many software requirements for the development of accessible applications, in particular for elderly people or people with disabilities. In particular, user interfaces have to be sufficiently abstract to cover required adaptations. In this paper, we introduce a gamification approach for teaching, connecting and engaging developers on accessible design of applications. A particular challenge hereby is combining gamification patters with the requirements of accessibility. As many gamification patters build on visual representation or usage metaphors, they are not suited for adaptation. Instead, we derive a representation-agnostic set of gamification patters from actual game design of commercial games. We identify and illustrate five categories of representation-agnostic gamification patterns, based on a games survey: action space, reward, challenge, progress, and discovery.

Stone, K. (2018, September). Time and reparative game design: Queerness, disability, and affect. Game Studies, 18(3). The International Journal of Computer Game Research, Game Studies Foundation. Supported by the Swedish Research Council (Vetenskapsrådet), The Joint Committee for Nordic Research Councils for the Humanities and the Social Sciences, Blekinge Institute of Technology, IT University of Copenhagen, and Lund University. Retrieved from: http://gamestudies.org/1803/articles/stone.

This essay uses a personal account of the process of creating a videogame to explore themes of queerness, disability, and labour. I track the production of the videogame Ritual of the Moon, a game following a queer woman sent to the moon. It is played for 5 minutes per day over 28 days with choices that determine the player’s unique path. The story takes up imagining the future, especially what the future looks like for queer women. Time becomes cyclical, and the fear of women with power bleeds from the past into the future, creating a future that exists between utopia and dystopia. The themes embedded in the game were experienced during production, as well: the effects of psycho-social disability (commonly labelled mental illness) on labour and art practice, queer discovery and narratives, and working through and with “negative” feelings. This paper intermixes theories of queer time with crip time to detail possible approaches to a queer, accessible art practice that takes seriously social inequalities yet moves towards healing. I augment Eve Sedgwick’s idea of reparative reading to form a reparative art practice, one that is inclusive of the paranoid, critical, difficult, and bad feelings that are a part of queer and debilitated life.

Stone, K. (2023). Reparative Game Creation: Designing For and With Psychosocial Disability. In J. Malazita, C. O’Donnell, & E. LaPensée (Eds.), Critical Game Design [Special Issue]. Design Issues, 39(1), 14-26. DOI: https://doi.org/10.1162/desi_a_00703.

This article proposes a design framework called Reparative Game Creation, a process of creating interactive media focused on healing, emotional acceptance, and accessibility for the psychosocially disabled. It is informed by disability studies, affect theory, anti-capitalist thought, and artist-scholarship on research creation and/or critical practice. Though much of game design and game studies focus on the end product or the player experience, this article instead focuses on the process of game design, and as such does not analyze particular games but instead proposes new ways of creating games informed by psychosocial disability.

Stone, K. (2024). The earth’s prognosis: Doom and transformation in game design. In L. op de Beke, J. Raessens, S. Werning, & G. Farca (Eds.), Ecogames: Playful Perspectives on the Climate Crisis (pp. 447-462). Amsterdam: Amsterdam University Press. DOI:  https://doi.org/10.5117/9789463721196_ch21.

This chapter describes the design of four games created by the author: Ritual of the Moon (2019), Humaning (2017), the earth is a better person than me (2018), and UnearthU (2022). Each of these games portray aspects of physical and emotional transformation, and the way that transformation may come about through varied connections to the environment fostered primarily through gameplay accessing the player’s imagination. The paper puts together disability studies scholarship with ecocriticism to analyze the common affects of the climate crisis, such as despair, anxiety, and doom through the lens of game creation.

Supangan, R. A., Acosta, L. A. S., Amarado, J. L. S., Blancaflor, E. B., & Samonte, M. J. C. (2019). A gamified learning app for children with ADHD. In ICIGP ’19 Proceedings of the 2nd International Conference on Image and Graphics Processing, Singapore, Singapore — February 23 – 25, 2019 (pp. 47-51). New York: ACM New York. Retrieved from: https://doi.org/10.1145/3313950.3313966.

Special Education is an Educational Service provided by private or public schools that cater students with disabilities. Attention Deficit Hyperactivity Disorder (ADHD) is a common behavioral disorder that begins at infancy stage. But it can also develop during teenage state and even in adulthood. This study focused on providing an interactive supplementary tool in assisting ADHD children in learning Mathematics, Language and Basic Hygiene. This gamified system was designed for an Android mobile application of Level 1 lectures in animated presentation. This tool was made available in order for the parents and teachers track students or ADHD children’s progress through different activities taken in the e-tutor system. In conclusion, the user acceptance testing showed that the Android application was approved in content and suitable to use for special education services.

Suriá-Martínez, R., García-Castillo, F., López-Sánchez, C., Villegas, E., & Carretón, C. (2024). Online games and cognitive distortions: A comparative analysis in students with and without disabilities. European Journal of Investigation in Health, Psychology and Education, 14(7), 1868-1880. DOI: https://doi.org/10.3390/ejihpe14070123.

Online games have experienced significant growth in recent years, with gaming becoming a popular form of entertainment for people of all ages. However, their impact on cognition, especially among vulnerable groups such as students with disabilities, is a topic that requires deeper exploration. The objectives of this study are twofold: firstly, to understand the typology of risk players (non-risk players, players with problems, and pathological players); and secondly, to compare cognitive distortions among students with problematic profiles. Both objectives will be analyzed based on the presence or absence of disability. A total of 704 students from various Spanish universities (135 with disabilities and 569 without disabilities), aged between 18 and 38, participated in the study by completing the Gamblers Belief Questionnaire (GBQ), aimed at measuring cognitive distortions related to gambling problems, as well as the Massachusetts Gambling Screen questionnaire, aimed at measuring gambling addiction. The results indicate a higher percentage of students with disabilities showing a greater risk profile for addiction. Additionally, this group of students exhibits more cognitive distortions. These findings underscore the need for a comprehensive approach to addressing online gaming addiction and cognitive distortions among university students, with and without disabilities. Preventive measures are necessary, such as education on responsible technology use and the promotion of alternative activities. Moreover, specific intervention strategies need to be developed, including access to psychological health services for this student population.

Szykman, A. G., Gois, J. P., & Brandão, A. L. (2015, December). A perspective of games for people with physical disabilities. In OzCHI ’15 Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, Parkville, VIC, Australia (pp. 274-283).  New York: ACM New York. Retrieved from: http://dx.doi.org/10.1145/2838739.2838765.

People with physical disabilities have to handle obstacles to conduct their lives. In Digital Games Development and Natural User Interface (NUI), researchers have shown interest in overcoming these obstacles. In this study, we collected data to evaluate how they are conducting their studies. We gathered 1485 articles from scientific databases and selected 93, from which we extracted information regarding the contribution of each study, the users responses to each approach, intervention tools and other topics. Our conclusion presents a perspective of studies of games focusing on the rehabilitation and accessibility of people with physical disabilities, a guideline with considerations of the researchers in the field and our suggested directions for new studies.

Tang, J. S. Y., Falkmer, M., Chen, N. T. M., Bӧlte, S., & Girdler, S. (2019, March). Designing a serious game for youth with ASD: Perspectives from end-users and professionals. Journal of Autism and Developmental Disorders, 49(3), 978–995. DOI: https://doi.org/10.1007/s10803-018-3801-9.

Recent years have seen an emergence of social emotional computer games for individuals with Autism Spectrum Disorder (ASD). These games are heterogeneous in design with few underpinned by theoretically informed approaches to computer-based interventions. Guided by the serious game framework outlined by Whyte et al. (Journal of Autism and Developmental Disorders 45(12):1–12, 2014), this study aimed to identify the key motivating and learning features for serious games targeting emotion recognition skills from the perspectives of 11 youth with ASD and 11 experienced professionals. Results demonstrated that youth emphasised the motivating aspects of game design, while the professionals stressed embedding elements facilitating the generalisation of acquired skills. Both complementary and differing views provide suggestions for the application of serious game principles in a potential serious game.

Torabi, S., & Preston, J. (2024). Echoes of madness: Exploring disability and mental illness in Hellblade: Senua’s Sacrifice. In B. Haller & J. Preston (Eds.), Exploring Disability in the Digital Realm [Special Issue]. Societies, 14(9), 170. DOI: https://doi.org/10.3390/soc14090170.

Video games are known for many things, but nuanced portrayals of characters with mental illness might not be one of them. This trend, however, has gradually started to shift with games like Hellblade: Senua’s Sacrifice, which aim to convey a genuine experience of mental illness to the player. Through a close reading of different instances in the game, this paper shows how Hellblade complicates the usual sanist ideas seen in most other games by taking an ambiguous stance, using mental illness as a representational tool. Furthermore, it avoids some of the more sensationalist and problematic tropes often employed in such representations, like the supercrip and the Cartesian divide of the body and mind. In order to show this, we have employed Mitchel and Snyder’s concept of narrative prosthesis to demonstrate how the game does not in fact rely on Senua’s disability as an exotic feature of the narrative to hook players in. By combining insights from disability and mad studies, we show how this game is a step in the right direction when it comes to challenging the perceptions of mental illness prevalent in pop culture.

Tricarichi, C., & Jalajas, D. (2024, March). Escape to fun: A usability study of virtual escape rooms for neurodivergent gamers. Board Game Academics, 1(1). DOI: https://doi.org/10.70380/4zxj16jh2.

Escape rooms have become a pop culture phenomenon. An escape room is a game in which a group of people must work collaboratively to solve puzzles and complete objectives to escape from the current site of the adventure (Hall, 2021). Upon entering the puzzle, the game facilitator, or Game Master (GM), reveals the main objective to players; all the group’s subsequent actions contribute to achieving the initial objective, which must conclude within a certain amount of time.

As with most industries, COVID-19 negatively impacted the in-person gaming industry, including in-person escape rooms. In-person gaming events were confronted with the new understanding that the only way to save person-to-person gaming was to adapt to an online environment. It was exceedingly difficult to find a path for successful execution of the transition from in-person to online gaming. Forced to urgently develop a new experience for gamers, game designers discovered the world of virtual escape rooms (The Escape Game, 2021). This solution was an opportunity to sustain business. However, an unknown benefit was the diversification of the backgrounds of the players of the game. Introducing the interactive escape room dynamic to an online environment allowed for diverse populations of people to participate including those of the neurodivergent, mobility-limited, and socially limited populations.

Computer simulations serve as both entertainment in the gaming industry and training in the professional realm. They can serve as team-building exercises in corporate settings. These activities force socialization, under the guise of fun, thematic settings. Their use has spanned multiple industries: including the medical field, which has been using computerized training simulations for years (Guckian, Eveson, & May, 2020). This type of technology also gives differently-abled people the opportunity to experience an escape room. Individuals with limited mobility, social anxiety, neuorodivergency, or anything that would limit their access to a public environment can find entertainment in an online space, creating inclusivity for the cultural phenomenon of escape rooms. Inclusivity is a topic that has begun to receive its due attention lately (McKinsey & Company, 2022). Social values are taking center stage for business owners in addition to their goals for attracting new consumers. Increased inclusivity in escape rooms allow players impeded by the physicality of rooms to enjoy the computerized, interactive technology making its way into not only games but academia and business as well.

This paper aims at understanding if the virtual landscape can foster the same satisfactory gaming experience as one would have in a physical escape room. This paper will study the usability of an online, virtual escape room. The game is designed using criteria needed for neurodivergent individuals to successfully participate. The goal is to keep the same cooperative elements as a physical escape room and see if those elements could translate into an online forum. We will be using the principle of Computer-Supported Cooperative Work, where the computer supports collaboration, and introducing an additional element of working over the computer in “real-time.” That is the link to making sure an online escape room remains as much like a physical escape room as possible.

van Gillern, S., & Nash, B. (2023). Accessibility in video gaming: An overview and implications for English language arts education. Journal of Adolescent & Adult Literacy Early View. DOI: https://doi.org/10.1002/jaal.1284.

Scholars in recent years have explored the connections between video games, literacy, and learning. Research illustrates that video games can serve as texts for engagement and analysis in English language arts classrooms. Scholars have also demonstrated how games themselves effectively integrate a complex array of learning principles that help players understand and progress in the game. In this article, we explore how recent efforts in game design to promote accessibility for differently abled gamers have implications for literacy education that can promote inclusivity and equity in English language arts classrooms. While recognizing the social construction of the concept of (dis)abilities, we explore existing literature on the video games, literacy, accessibility, and universal design for learning. We then demonstrate specific ways that video game designers promote visual, auditory, motor, and cognitive accessibility for gamers and share how literacy educators can draw upon these strategies to promote accessibility in their curriculum and instruction to help all students engage, learn, and thrive.

Van Ommen, C. A., & Chaparro, B. S. (2022). Exploring Video Game Satisfaction of Gamers with Disabilities. In M. Antona & C. Stephanidis (Eds.), Universal Access in Human-Computer Interaction. Novel Design Approaches and Technologies, HCII 2022 [Lecture Notes in Computer Science Vol. 13308]. Springer, Cham. DOI: https://doi.org/10.1007/978-3-031-05028-2_26.

It is estimated that 61 million Americans are living with a disability, and that 33 million of those play video games. Gamers with disabilities face many barriers in gaming, such as being unable to hear necessary audio or move various components on a controller, which may impact their game satisfaction. Since there has been little research to validate gaming satisfaction measures in gamers with disabilities, an exploratory study was conducted to assess factors that contribute to satisfaction among this population. Results indicate that the items of the validated Game User Experience Satisfaction Scale (GUESS-18) are helpful in understanding video game satisfaction in this population. Participants were able to use the GUESS-18 without modifications, but suggested the addition of areas related to game customization, challenges faced, and learnability.

Wästerfors, D. (2011). Stretching capabilities: Children with disabilities playing TV and computer games. Disability & Society, 26(3), 337-349.  DOI: https://doi.org/10.1080/09687599.2011.560417.

Intervention studies show that if children with disabilities play motion-controlled TV and computer games for training purposes their motivation increases and their training becomes more intensive, but why this happens has not been explained. This article addresses this question with the help of ethnographic material from a public project in Sweden. By applying interactional constructionism to detailed instances of play situations, the article specifies the social dynamics as well as identificatory attractions of these games for children with disabilities.

Wästerfors, D., & Hansson, K. (2017). Taking ownership of gaming and disability. Journal of Youth Studies, 20(9), 1143-1160. DOI: https://doi.org/10.1080/13676261.2017.1313969.

Gaming among young people with disabilities is often understood within a habilitation frame, as if video and computer games primarily should help to exercise and ‘improve’. Little is known about how these games are used within a private frame, and how young people with disabilities operate their gaming as concrete persons rather than as treatment-receiving clients. Through the use of stories, descriptions, and demonstrations from Swedish youth and young adults with disabilities (muscle diseases, cerebral palsy, and Asperger’s syndrome), we explore these gamers’ practical maneuvers, verbal accounts, and biographical-narrative concerns in relation to digital games. As they strive to bypass or overcome digital inaccessibility, various challenges find their way into their gaming practices, not only to complicate, distract, or disturb them but also to give them extra meaning. Gamer–game identifications turn multifaceted, with disabilities serving as paths both around and into the games’ ‘magical circles’. We suggest partly new concepts – beyond a habilitation frame – to capture how young people struggle to take ownership of gaming and disability: engrossment maintenance, vicarious gamers and biographical as well as situational refuge.

Westin, T., Bieree, K., Gramenos, D., & Hinn, M.  (2011, July). Advances in game accessibility from 2005 to 2010. In C. Stephanidis (Ed.), Universal Access in Human-Computer Interaction. Users Diversity: 6th International Conference, UAHCI 2011, Held as Part of HCI International 2011, Orlando, FL, USA, July 9-14, 2011, Proceedings, Part II (pp.400-409). Berlin: Springer.

The research in the area of game accessibility has grown significantly since the last time it was examined in 2005. This paper examines the body of work between 2005 and 2010. We selected a set of papers on topics we felt represented the scope of the field, but were not able to include all papers on the subject. A summary of the research we examined is provided, along with suggestions for future work in game accessibility. It is hoped that this summary will prompt others to perform further research in this area.

Whyte, E. M., Smyth, J. M., & Scherf, K.S. (2015, December). Designing serious game interventions for individuals with autism. Journal of Autism and Developmental Disorders, 45(12), 3820-3831. DOI: https://doi.org/10.1007/s10803-014-2333-1.

The design of ‘Serious games’ that use game components (e.g., storyline, long-term goals, rewards) to create engaging learning experiences has increased in recent years. We examine of the core principles of serious game design and examine the current use of these principles in computer-based interventions for individuals with autism. Participants who undergo these computer-based interventions often show little evidence of the ability to generalize such learning to novel, everyday social communicative interactions. This lack of generalized learning may result, in part, from the limited use of fundamental elements of serious game design that are known to maximize learning. We suggest that future computer-based interventions should consider the full range of serious game design principles that promote generalization of learning.

Wilhelmsson, U., Engstrom, H., Brusk, J., & Ostblad, P. A. (2017). Inclusive game design facilitating shared gaming experience.  In F. Liarokapis & K. Debattista (Eds.), Serious Games and Education [Special Issue]. Journal of Computing in Higher Education, 29(3), 574–598. DOI: https://doi.org/10.1007/s12528-017-9146-0.

This article presents the result from a study comparing the perception and understanding of a game story between sighted and visually impaired players playing the same game. In particular, whether sighted and visually impaired players could experience and recount the same story construed from the plot elements that are either manifested by audio and graphics in the case of sighted players or primarily by audio in the case of visually impaired players. To this end, we have developed a graphical point-and-click adventure game for iOS and Android devices that aims to show how inclusive game design may be used to facilitate a shared gaming experience between sighted and visually impaired players. The game provides players with audio feedback that enables visually impaired players to interact with and experience the game, but in a manner that does not interfere with the overall appearance and functionality of the game. Thus, it has been designed to be fully inclusive to both groups of players and to give the same gaming experience when it comes to story content. The game has been evaluated through formal user tests where subjects have been asked to play the first chapter of the game followed by an interview. The study shows that the perception of the story was almost identical between the two groups. Generally it took visually impaired players a little longer to play the game but they also seem to listen more carefully to the dialogue and hence also build a slightly deeper understanding of the characters. The study also shows that the sighted players did not respond negatively towards the inclusive game design employed in the game.

Woolbright, L. (2024). “She’s inside me. She’s inside everyone”: Female agency and the monstrous mother in Resident Evil Biohazard and Village. In J. L. McDaniel & A. Wood (Eds.), Broadening the horror genre: From gaming to paratexts. London: Routledge. DOI: https://doi.org/10.4324/9781003406112-8.

This chapter examines monstrous femininity in Resident Evil VII: Biohazard and Resident Evil VIII: Village, which depict an array of female archetypes—particularly monstrous mothers and unnatural births. Game representations of monstrous femininity, as in other media, revolve around how fears about femininity manifest in media, how feminine identities reflect, subvert, and resist domesticity. These representations are experienced, explored, and internalized by players who must comb the gamespace for resources, weapons, clues, and collectibles at the same time they navigate enemies and environmental challenges to unravel the story. Gameplay and environmental storytelling interwoven with cutscenes offer potentially transformative engagements with the monstrous mother, although, in the end, the games may be interpreted to undermine their own progress.

Yeager, S. A., & Ciccoricco, D. (2024, Spring). Embodied simulations and neurodivergent temporalities in To the Moon. In  E. Y. Chang & A. Bird (Eds.), Games Studies [Feature Issue]. Configurations, 32(2), 111-128. DOI: https://doi.org/10.1353/con.2024.a924125.

We position games as ludic time machines; beyond simply representing neurodiversity, they can prompt players to consider neurodivergent temporalities. In the 2D psychological adventure game To the Moon (Gao 2011), players control two scientists who travel through the memories of a man on his deathbed. Digging ever deeper into their seemingly neurotypical client’s past, the scientists learn how his marriage was strained by the complexities of cross-neurotype communication. We show how To the Moon’s storyworld and gameplay destabilize fixed understandings of neurotypicality, encourage deeper mutual understanding of temporal embodiment, and prompt players to reconsider their relationship to neurodiversity.

OIPO Disability Abstracts: Indigeneity and Postcolonialism

This literature review includes material from across several disciplines interrelated to indigeneity, postcolonialism, and disability. Included are books, articles, and other resources on topics such as:

  • Decolonization, imperialism and anti-imperialism, settler-colonialism, and the Global South
  • Inequities in health care and support services, including the COVID-19 pandemic and aging
  • Institutionalization and incarceration
  • Kinship and families
  • Indigenous arts, literature, and culture 
  • Activism and occupation
  • Ecology, climate change, and the environment
  • Intersectionality and disability justice

Content Warning: Some materials may concern controversial subject matters; therefore, discretion is advised.

Updated 1/20/2025

Abustan, P. (2022, Fall). Surviving and thriving: Queer Crip Pilipinx Kapwa dream worlds in Animal Crossing New Horizons. In A. Patsavas & T. Danylevich (Eds.), Crip Pandemic Life: A Tapestry [Special Issue]. Lateral, 11(2). 

As a queer, crip, genderfluid, and diasporic Pilipinx scholar-activist-educator, my ancestors, communities, and I live at the intersections of multiple sites of oppression and resistance. As someone who is sick, disabled, and neurodivergent, I experienced anxiety, depression, and chronic bodymind pain before the pandemic and even more during the pandemic. Nintendo Switch’s Animal Crossing New Horizons (ACNH) video game kept me afloat during uncertain times. ACNH opened up a whole new alternative universe for me to live in. I meditated more when escaping to my scenic and calming virtual island. I relaxed more when fishing, catching butterflies, and hearing the tranquil ocean waves crash within the game. Building my dream world within my ACNH virtual game contributed to me surviving and fostering deeper friendships with fellow sick, disabled, neurodivergent, queer, transgender, Black, Indigenous, and/or people of color (BIPOC) friends. ACNH became a safe way for us to socialize and it continues to be a source of joy for many of us. I highlight how my experiences with ACNH allowed me to cultivate queer, crip, and decolonial Pilipinx Kapwa dream worlds where all beings including people, animals, land, water, and air thrive together.

Abay, R. A., & Soldatić, K. (Eds). (2024) Intersectional colonialities: Embodied colonial violence and practices of resistance at the axis of disability, race, indigeneity, class, and gender. London: Routledge. DOI: https://doi.org/10.4324/9781003280422.

This book provides a rich synthesis of empirical research and theoretical engagements with questions of disability across different practices of colonialism as historically defined – post/de/anti/settler colonialism.

It synthesises, critiques, and expands the boundaries of existing disability research which has been undertaken within different colonial contexts through the rich examination of recent empirical work mapping across disability and its intersectional colonialities. Filling an existing gap within the international literature through embedding the importance of grounding these within scholarly debates of colonialism, it empirically demonstrates the significance of disability for the broader scholarly fields of postcolonial, decolonial, and intersectional theories.

It will be of interest to all scholars and students of disability studies, sociology, critical studies, sociology of race and ethic relations, intersectionality, postcolonial and decolonial studies, and human geography.

Allen, A., Penketh, C., & Wexler, A. (Eds.). (2022). Thematic Issue on Disability Justice: Decentering Colonial Knowledge, Centering Decolonial Epistemologies. Research in Arts and Education, 2022(3). 

This thematic issue of Research in Arts and Education derives from the presentations and keynote addresses of the 3rd International Disability Studies, Arts & Education Conference (DSAE). In light of the ongoing global pandemic, the conference was held online for the first time from October 7 to October 9, 2021. In preparation for the conference, we recognized how the pandemic had fore-fronted social justice in disability studies, art education, and society: the inequity of economic resources, the exploitation of the most vulnerable people, systemic racism, and the disproportionate effects of climate change on non-industrial countries. The intersection of racial, able-bodied, ethnic, sexual, cultural, gendered, environmental, and economic power disparities are interlocking oppressions that cannot be detached from colonial history. Decolonial work is foregrounded in the lived realities of marginalized people who diverge from neurotypical and dominant systems. Thus, these issues were threaded throughout the conference presentations.

The issue includes an editorial, a review of the book Eco-Soma, and the following contributions:</span

Elizabeth Armstrong, E., Colegate, K., Papertalk, L., Crowe, S., McAllister, M., Hersh, D., Ciccone, N., Godecke, E.,  Katzenellenbogen, J., & Coffin, J. (2023). Intersectionality and Its Relevance in the Context of Aboriginal People with Brain Injury in Australia. Seminars in Speech and Language eFirst. DOI: https://doi.org/10.1055/s-0043-1776755.

In this article, we explore the benefits of recognizing the impact of intersectionality on access to, and provision of, brain injury care in a First Nations context. While disadvantage and discrimination are often associated with the intersection of culture, gender, disability, and socioeconomic disadvantage, it is only when these factors are explored together that clinicians can really understand what people need to recover and thrive following acquired brain injury. In this article, we challenge speech-language pathologists to examine their own practices, to look beyond Western models of health and constraints of many current institutional models of care and ways of framing research, to acknowledge historical and ongoing colonizing influences, and to engage with community-led solutions. We provide a model of Aboriginal-led care, where intersection of discrimination and marginalization is minimized and the multiple components of the individual, carers/communication partners, and the environment become empowering factors instead.

Avery, S. (2022). Intersections in human rights and public policy for indigenous people with disability. In F. Felder, L. Davy, & R. Kayess (Eds.), Disability law and human rights [Palgrave Studies in Disability and International Development] (pp. 221–238). Palgrave Macmillan, Cham. DOI: https://doi.org/10.1007/978-3-030-86545-0_11

As a group intersecting two marginalized populations, Australia’s Indigenous people with disability experience greater social inequality compared to other groups in society, including Indigenous people without disability and people with disability who are not Indigenous. Human rights frameworks and social policy that are designed to address one aspect of their rights have proven inadequate in securing their composite rights as an Indigenous person and as a person with disability.

Barker, C. (2011). ‘Decrepit, deranged, deformed’: Indigeneity and cultural health in Potiki. In Postcolonial Fiction and Disability. London: Palgrave Macmillan. DOI: https://doi.org/10.1057/9780230360006_2

“In the prologue of Patricia Grace’s Potiki (1986), we are presented with the tale of a master carver whose life’s work is dedicated to the representation of his Mãori community’s ancestors in their whare whakairo (carved meeting house). In his carvings, he characterizes these ancestors in all their multiplicity as ‘eccentric or brave, dour, whimsical, crafty, beguiling, tormenting, tormented or loving figures’ (Grace, 1987, p. 7). He draws on their embodied differences to acknowledge and celebrate the richness of their diversity:

And these ancestors come to the people with large heads that may be round or square, pointed or egg-shaped. They have gaping mouths with protruding tongues; but sometimes the tongue is a hand or tail coming through from behind the head, or it is formed into a funnel or divided in two, the two parts pointing in different directions. There will be a reason for the type of head or tongue the figures have been given.”

Boda, P. A. (2022). Identity making as a colonization process, and the power of disability justice to cultivate intersectional disobedience. Education Sciences, 12(7), 462. DOI: https://doi.org/10.3390/educsci12070462

Intersectionality has been used to describe the products of difference but scholars who work intersectionally in the tradition of Disability Justice have argued that attention should focus on the process of identity making—those processes by which some Lives–Hopes–Dreams are positioned as more valuable and Whole because of our societies’ commitments to racial capitalist coloniality. This work uses intersectionality as critical social theory, combined with broader cultural analyses of colonization as a process that did not stop within the creation of the Modern Western world, to visibilize identities often explicitly erased: students labeled with disabilities. Through excavating group-made artifacts from a larger research study, I show how intersectionally-disobedient grammars can serve to illuminate complex identity making beyond juxtaposed colonialities of power, and, therein, I situate this bricolage approach as an embodiment toward Disability Justice.

Boda, P. A., Nusbaum, E. A., & Kulkarni, S. S. (2022). From ‘what is’ toward ‘what if’ through intersectionality: Problematizing ableist erasures and coloniality in racially just research. In S. Rizvi (Ed.), Racially-Just Epistemologies and Methodologies, Part 2 [Special Issue]. International Journal of Research & Method in Education, 45(4), 356-369. DOI: https://doi.org/10.1080/1743727X.2022.2054981.

Drawing from critical theory and intersectionality, we speak with and through racially just methodologies and epistemologies to problematize who is being centred, for what purpose, and encourage the visibilizing of identities not explicitly engaged within this work. We argue that for racially just research to challenge how whiteness and ableism are embodied by traditional research design approaches it needs to problematize the coloniality wedded in such commitments and bear witness to the importance that disability identities, culture, justice, and freedom have in this endeavour. We first unpack what racially just methodologies and epistemologies have enquired from the late 1990s-2020, as well as where disability and coloniality have been represented (erased) in this work. Then, we engage with Mignolo’s seminal theorization of epistemic disobedience and its importance in the generation of our thesis. Finally, we make visible the need to conceptualize the margins within racially just enquiries that seek to disrupt whiteness in educational research by problematizing the ontological erasure of disability among these justice-oriented projects. We end by shifting from ‘what is’ toward ‘what if’ to envision radical possibilities for the future that disrupt mono-categorical enquiries seeking to challenge racism but invariably leave Othered identity nexuses undertheorized by design.

Bruno, G., Chan, T. A., Zwaigenbaum, L., Nicholas, D., & Coombs, E. (2023, March 21). Indigenous autism in Canada: A scoping review [Preprint Version 1]. Research Square. DOI: https://doi.org/10.21203/rs.3.rs-2661859/v1.

Purpose: Currently there is a severe lack of research on autism and Indigenous people in Canada. This scoping review explores explore this literature gap and assesses the same literature from an Indigenous perspective.

Methods: Scoping reviews are an effective means to explore the literature in a specific area, in this case, autism and Indigenous people in Canada. We explored existing literature as it pertains to Indigenous populations and autism in Canada. To support this review, the Indigenous Quality Assessment Tool (QAT) was adapted to appraise the quality of literature.

Results: In total, there were a total of 212 articles identified of which 24 met the inclusion criteria: (1) some focus on autism, (2) a component specific to Indigenous people, and (3) specific to Canada. Of the 24 articles and reports, 15 were peer-reviewed and the rest considered grey literature. Most articles focused on program delivery with some literature using primary data (quantitative and/or qualitative). Overall, the quality of the research was appraised as poor, as determined by the QAT.

Conclusion: Findings reaffirm the critical need for research that addresses autism in Indigenous communities within Canada and show the importance of having research done in full partnership with, or led by, Indigenous people.

Burch, S. (2014, Fall). “Dislocated histories”: The Canton Asylum for Insane Indians. In L. Ben-Moshe & S. Magaña (Eds.), Race, Gender, and Disability: Intersectionality, Disability Studies, and Families of Color [Special Issue]. Women, Gender, and Families of Color, 2(2), 141-162. DOI: https://doi.org/10.5406/womgenfamcol.2.2.0141

This work examines removals, institutions, and community lives in U.S. history. It centers on “dislocated histories” from South Dakota’s Canton Asylum, the only federal psychiatric hospital for American Indians. Between its opening in 1902 and forced closure in 1934, the Asylum ultimately held four hundred men, women, and children from seventeen states and nearly fifty tribal nations. Individual histories of those confined at Canton and their families are inextricably tied to broader stories of forced removals; the rise of penal, medical, and disability institutions; eugenics; and contests over citizenship and American identity in U.S. history. This work explores some of the methodological issues around how to present Canton Asylum, Native American, split family, and dislocated community histories. Central to the process is relocating this history, placing Canton inmates at the center. Considering the dislocated history of Elizabeth Alexis Fairbault and her family draws attention to the highly relational dimensions of these factors; this approach intentionally challenges racist, sexist, and ableist systems of power that shaped the options and experiences of people incarcerated at Canton. It complicates the dominant, institutional interpretation and–to a limited degree–restores those removed from their communities to our historical frameworks.

Burch, S. (2021). Committed: Remembering native kinship in and beyond institutions [Critical Indigeneities]. Chapel Hill: The University of North Carolina Press. 

Between 1902 and 1934, the United States confined hundreds of adults and children from dozens of Native nations at the Canton Asylum for Insane Indians, a federal psychiatric hospital in South Dakota. But detention at the Indian Asylum, as families experienced it, was not the beginning or end of the story. For them, Canton Asylum was one of many places of imposed removal and confinement, including reservations, boarding schools, orphanages, and prison-hospitals. Despite the long reach of institutionalization for those forcibly held at the Asylum, the tenacity of relationships extended within and beyond institutional walls.

In this accessible and innovative work, Susan Burch tells the story of the Indigenous people—families, communities, and nations, across generations to the present day—who have experienced the impact of this history. Drawing on oral history interviews, correspondence, material objects, and archival sources, Burch reframes the histories of institutionalized people and the places that held them. Committed expands the boundaries of Native American history, disability studies, and U.S. social and cultural history generally.

Cachia, A. (2022). Art history’s co-inhabitants: Disabled artistic approaches to indigeneity. In K. Watson & T. W. Hiles (Eds.), The Routledge Companion to Art and Disability. New York: Routledge. DOI: https://doi.org/10.4324/9781003009986-10.

What are some disabled artistic approaches to indigeneity? This chapter examines the contemporary art practices of Oceanic artist Pelenakeke Brown, who resides in Aotearoa New Zealand, and Lenape and Potawatomi neuro-diverse artist Vanessa Dion Fletcher, who resides in Canada. Both artists have appropriated long held and respected practices tied to their Indigenous heritage through tatau and quillwork respectively in an attempt to establish a sense of place, a sense of cultural affinity, and a sense of who they are. Both artists have also used their unique disabled embodied knowledge to activate production of Indigenous traditions, customs and rituals, inspired initially through their mothers, and feminist guidance. They create their artwork through individual physical, cognitive and neuro-diverse capacities, be it through cerebral palsy or short-term memory loss, through choreography, space, time, and language. Their approaches posit disability as a methodology that frames the production of the work. In other words, disability perspective is an integral funnel or channel in the path to executing a final product or object. Their intersectional identities as disabled, Indigenous women are inextricably woven together. Brown and Dion Fletcher draw on their personal ties to these histories through multidisciplinary art forms.

Canagarajah, S. (2023, February). A decolonial crip linguistics. Applied Linguistics, 44(1), 1–21. DOI: https://doi.org/10.1093/applin/amac042

This article opens a conversation between disability studies and linguistics from the author’s positionality from the Global South. It argues that capacity building for both the abled and disabled in the North is implicated in the disablement of people in the Global South. A decolonial orientation to disability studies values vulnerability, relationality, and ethics which are less privileged in the academy. The article demonstrates how such a crip linguistics might facilitate a different understanding of language competence and analysis. Bringing out the ableism in dominant models of language competence, the article illustrates how linguistics might conceive communication as anomalous embodiment. Such an orientation will move from grammatical norms to nonnormativity, and diversity to multiplicity, as speakers engage with social networks and material ecologies for generating meanings in distributed practice motivated by relational ethics.

Collings, S., Dew, A., Gordon, T., Spencer, M., & Dowse, L. (2018). Intersectional disadvantage: Exploring differences between Aboriginal and non-Aboriginal parents with intellectual disability in the New South Wales child protection system. Journal of Public Child Welfare, 12(2), 170-189. DOI: https://doi.org/10.1080/15548732.2017.1379456

Background: Parents with intellectual disability and Aboriginal and Torres Strait Islander parents are overrepresented in child removal but research has not explored the intersection of Aboriginality and intellectual disability in child protection.

Methods: A case file review of 45 parents with intellectual disability (n = 14 Aboriginal and n = 31 non-Aboriginal) engaged in care proceedings in New South Wales was undertaken. Parent and child demographics and investigation triggers and outcomes were compared.

Results: Aboriginal parents were significantly younger than non-Aboriginal parents at initiation of an investigation, twice as likely to be investigated due to concerns about parenting capacity, and more likely to have children removed than non-Aboriginal parents.

Conclusion: The intersection of Aboriginality and intellectual disability appears to increase the risk of negative encounters with child protection systems. Targeted support for young Aboriginal parents and greater disability awareness and cultural sensitivity by child welfare workers are needed.

Changfoot, N., Rice, C., Chivers, S., Williams, A. O., Connors, A., Barrett, A., Gordon, M., & Lalonde, G. (2022, December). In R. Jones, N. Changfoot, & A. King, (Eds.). Special Section: Revisioning ageing futures: Feminist, queer, crip and decolonial visions of a good old age. Journal of Aging Studies, 63, 100930. DOI: https://doi.org/10.1016/j.jaging.2021.100930

In this article, we re-vision Anishinaabe, crip and queer futures of aging against and beyond dominant successful aging narratives by drawing on our archive of digital/multimedia videos (short documentaries) produced in conjunction with older/e/Elder persons and the Re•Vision: Centre for Art and Social Justice. These documentaries are directed and come from the lives of those older and e/Elder persons whose aging embodiments intra-sect with their Indigenous, disabled and queer selves. Disrupting hegemonic successful aging narratives, and specifically heteronormative and ableist trajectories of aging, these alternative renderings of aging futures offer rich, affective relationalities and cyclical timescapes of older experience that draw on the past even as they reach into divergent futurities. Anishinaabe, crip and queer aging emerge. While we discern resonances in relationalities and temporalities among and between the Anishinaabe and non-Indigenous stories, we also identify significant differences across accounts, indicating that they cannot be collapsed together. Instead, we argue for holding different life-ways and futures alongside one another, following the 1613 Two Row Wampum Treaty between the Dutch and the Haudenosaunee, in which each party promised to respect the other’s ways, and committed to non-interference, as well as to the development and maintenance of relationship.

Cooms, S., Muurlink, O., & Leroy-Dyer, S. (2022). Intersectional theory and disadvantage: A tool for decolonisation. Disability & Society. DOI:   https://doi.org/10.1080/09687599.2022.2071678

It is widely recognised that First Nations peoples in Australia (also known as Aboriginal Australians) have some of the poorest health and social outcomes of any other group. This is evidenced in a number of areas including the disproportionately high rates of disability for First Nations peoples in Australia. This paper explores how the intersection of race and disability compounds disadvantage for First Nations peoples with disability in Australia. Additionally, it explores the conceptual diversity of disability and the role colonisation has played, and continues to play, in creating and maintaining high rates of disability for First Nations peoples in Australia. This paper argues for the decolonisation of the disability sector as a step towards improving outcomes for all. In particular, the use of intersectionality theory is examined as a potentially effective tool for mapping and enacting the decolonisation of the disability sector.

Coráñez Bolton, S. (2023). Crip colony: Mestizaje, US imperialism, and the queer politics of disability in the Philippines. New York: Duke University Press. DOI: https://doi.org/10.1515/9781478024187

Sony Coráñez Bolton examines the racial politics of disability, mestizaje, and sexuality in the Philippines, showing how heteronormative, able-bodied, and able-minded mixed-race Filipinos offered a model and path for assimilation into the US empire.

Cowing, J. L. (2020, Fall). Occupied land is an access issue: Interventions in feminist disability studies and narratives of indigenous activism. In J. Waggone & A. Mog (Eds.), Visionary Politics and Methods in Feminist Disability Studies [Special Issue]. Journal of Feminist Scholarship, 17, 9-25. DOI: https://doi.org/10.23860/jfs.2020.17.02.

“Native/Indigenous narratives of health and environmental activism often engage with feminist disability issues to center the connections between land, health, sovereignty, and historical legacies of settler militarized colonialism.” 

Dalvit, L. (2022). Differently Included: A decolonial perspective on disability and digital media in South Africa. In P. Tsatsou (Ed.), Vulnerable people and digital inclusion: Theoretical and applied perspectives. Palgrave Macmillan, Cham. DOI: https://doi.org/10.1007/978-3-030-94122-2_16.

South Africa is a diverse country with a legacy of inequalities which extend to the digital domain. Alongside race, gender, socio-economic status and others, (dis)ability is an important dimension of inclusion/exclusion. In this chapter, the digital inclusion of people with disabilities in South Africa is explored through a decolonial lens. In particular, the focus is on unmasking digital inclusion as constructive absence, in problematising it as a right and in exploring its liberatory (as opposed to emancipatory) potential. By analysing publicly available online texts, it is argued that digital inclusion should be regarded as a complex and nuanced phenomenon, with the potential to address as well as reproduce inequalities and the marginalisation of (some) people with disabilities.

DeMirjyn, M. (2020). Bridging mindbodyspirit in a borderlands reframing of disability. Gender and Women’s Studies, 3(1), Art. 3. DOI: https://doi.org/10.31532/GendWomensStud.3.1.003

“Th[is]… article engages with the written works by Gloria Anzaldúa as a disability theorist implementing a mindbodyspirit aesthetic. Additionally, Anzaldúa’s constructions of spiritual mestizaje and Nepantla are discussed as platforms for the integration of multiple subjectivities.”

Dew, A., Barton, R., Gilroy, J., Ryall, L., Lincoln, M., Jensen, H., Flood, V.,  Taylor, K., & McCrae, K. (2020, December). Importance of land, family and culture for a good life: Remote Aboriginal people with disability and carers. Australian Journal of Social Issues, 55(4), 418-438. DOI: https://doi.org/10.1002/ajs4.96

Worldwide health and social outcomes of Indigenous people are poorer than those of non-Indigenous. In Australia, the Indigenous population experience disability at more than twice the rate of the non-Indigenous population, and a quarter live in geographically remote areas. The challenges associated with accessing services and supports in remote communities can impact on a good life for Aboriginal people with disability. Interviews were conducted with Aboriginal people (Anangu) with disability and family carers from remote Central Australian communities and service workers. Thematic data analysis determined factors Anangu viewed as essential to living a good life: connection to their Lands, being with family and engaging in cultural activities. Workers’ support for a good life involves “Proper Way” help and an understanding of Anangu culture. Three culturally relevant strengths-based concepts are important in supporting Anangu with disability to live a good life: being connected to the Lands and family, sharing together and working together.

Dhand, R. (2023). Indigenous peoples with disabilities and Canadian mental capacity law. In C. Kong, J. Coggon, P. Cooper, M. Dunn, & A. R. Keene (Eds.), Capacity, Participation and Values in Comparative Legal Perspective. Bristol, UK: Bristol University Press. DOI: https://doi.org/10.51952/9781529224474.ch007.

Indigenous peoples with disabilities are extremely vulnerable when interacting with Canadian mental capacity law. They are disproportionately at risk of experiencing barriers to accessing justice, undermining their cultural values and Charter-protected rights of autonomy, medical self-determination and equality. There is a dearth of research addressing the values underlying supported decision-making and substitute decision-making for Indigenous communities in Canada. This chapter analyses the legal framing of mental capacity in Canada and the values and principles that are relevant for Indigenous peoples in Canada. I highlight the significant perspectives of Indigenous peoples in the framing of capacity and the types of intersectional barriers they experience accessing equitable decision-making processes in capacity law. The analysis reveals how Indigenous peoples with disabilities are isolated and denied autonomy. Their participation is curtailed as a result of lack of access to culturally appropriate treatment and systemic discrimination.

Duke Disability Alliance.  (2022). Jen Deerinwater: Accompliceship Now! Disability and Indigeneity on the Frontlines of Climate Crisis [YouTube Video]. Durham, NC: Duke University.

“How does climate crisis impact disabled and indigenous communities? What can we learn about resistance from crip wisdom and indigenous knowledges? Hear about the intersections of these topics from disabled Cherokee organizer and journalist, Jen Deerinwater.”

Dwornik, A. (2021). The interface of Mad Studies and Indigenous ways of knowing: Innovation, co-creation, and decolonization. Critical Social Work: An Interdisciplinary Journal Dedicated to Social Justice, 22(2). DOI: https://doi.org/10.22329/csw.v22i2.7097

This paper explores the interface between Mad Studies and Indigenous ways of knowing, and argues that the dialogical expanse that exists between these two fields could be a site for innovation, co-creation, and decolonization. Mad Studies is a radical approach to studying the ways we organize and respond to mental health experiences. The field questions and unsettles biomedical understandings of mental illness, and frames psychiatric experiences as diverse forms of human emotional or spiritual expression. Indigenous perspectives on disability describe mental health using a holistic, wellness-based lens, with many scholars highlighting the link to colonial violence and oppression. The interface of Mad Studies and Indigenous ways of knowing could provide a unique platform for gaining a broader understanding of Indigenous mental health while resisting Western, psy explanations of emotional distress. Different interpretations and understandings can be discussed and debated, and through ethical spaces (Ermine, 2007) new understandings or ideas may emerge. These, in turn, may help decolonize some of the dominant biomedical biases that underpin many contemporary psychiatric treatment approaches. Social workers have a particularly important role to play in these conversations. Our professional commitment to anti-oppression and social justice implores us to take an active role in these debates. Through our workplaces we can problematize dominant discourses from within dominant systems, and make our contribution to decolonization.

Friedman, C. (2023, May). Ableism, racism, and the quality of life of Black, Indigenous, people of colour with intellectual and developmental disabilities. Journal of Applied Research in Intellectual Disabilities, 36(3), 604-614. DOI: https://doi.org/10.1111/jar.13084

Background: Research indicates Black, Indigenous, people of colour (BIPOC) with intellectual and developmental disabilities face disparities in quality of life outcomes. This study’s aim was to examine how ableism and racism impacted the quality of life of BIPOC with intellectual and developmental disabilities.

Methods: Using a multilevel linear regression, we analysed secondary quality of life outcome data from Personal Outcome Measures® interviews with 1393 BIPOC with intellectual and developmental disabilities and implicit ableism and racism data from the 128 regions of the United States in which they lived (discrimination data came from 7.4 million people).

Results: When BIPOC with intellectual and developmental disabilities lived in regions of the United States which were more ableist and racist, they had a lower quality of life, regardless of their demographics.

Conclusion: Ableism and racism are a direct threat to BIPOC with intellectual and developmental disabilities’ health, wellbeing, and overall quality of life.

Gerlach, A. J., Matthiesen, A., Moola, F. J., & Watts, J. (2022). Autism and autism services with Indigenous families and children in the settler-colonial context of Canada: A critical scoping review. Canadian Journal of Disability Studies, 11(2), 1-39. DOI: https://doi.org/10.15353/cjds.v11i2.886

In Canada, Indigenous families and children experience structurally-rooted marginalization due to longstanding and ongoing histories of colonization and discrimination. Indigenous children with autism spectrum disorder (ASD) are currently underrepresented in literature and databases on ASD in Canada, raising concerns about their equitable access to related services and optimal health outcomes. This critical scoping review maps out existing and emerging themes in literature pertaining to ASD and the provision of ASD services with Indigenous children and families in Canada. No previous reviews of literature have focused exclusively on ASD among Indigenous children in Canada. A literature search conducted across eight databases between 2011 and 2021 resulted in 362 potentially relevant publications, of which 19 met our inclusion criteria. Findings point to a clear lack of data on ASD and unmet health, social, and educational service needs among Indigenous children with ASD in Canada. ASD is also frequently discussed through a Western, deficit and medical discourse. The main contributors to the lack of data and unmet service needs relate to the historical positioning of colonial oppression, stigma, an overrepresentation of fetal alcohol spectrum disorder (FASD), lack of funding, and concerns about standardized diagnostic and assessment tools, and social determinants of health. Recommendations for policy, practice and research concerning Indigenous children with ASD are proposed.

Gilroy, J., Donelly, M., Colmar, S., & Parmenter, T. (2013). Conceptual framework for policy and research development with Indigenous people with disabilities. Australian Aboriginal Studies, 2, 42-58

No explicitly Indigenous conceptual framework to advance research and policy development to assist Indigenous people with disabilities exists. This paper proposes a conceptual framework that brings together the strengths of both the International Classification of Functioning, Disability and Health and Indigenous Standpoint Theory for research and policy development regarding Indigenous people with disabilities. This framework provides six criteria that bridge the cultural interface between Indigenous and non-Indigenous communities, while emancipating Indigenous people with disabilities in the research and policy development process in Australian disability and Indigenous affairs.

Grech, S., & Soldatic, K. (2015). Disability and Colonialism: (Dis)encounters and Anxious Intersectionalities [Special Issue]. Social Identities, 21(1). 

“This special issue sets out to position disability within the colonial (the real and imagined), as it explores a range of (often anxious) intersectionalities as disability is theorised, constructed, and lived as a post/neocolonial condition. The issue emerged from serious and pressing concerns from disability and other scholars engaged in a dialogical praxis that seeks to critically explore, interrogate and challenge a series of epistemic,ontological and practical negligences. Much of this work has occurred at the margins of various disciplines and projects, in particular the intersections of disability studies and postcolonial theory, intersections that continue to be marked by ambivalence. Disability Theorists who have traversed this path have mooted that, too often, disability is drawn upon as a metaphor by (post)colonial theorists, while for disability theorists, colonisation has become a key metaphor to describe experiences of oppression, marginalisation and exclusion to which disabled people are often subjected (Barker & Murray,2010; Sherry,2007). This process of conflation within either field has denied the necessary recognition of an uneven biopolitical incorporation’(McRuer,2010, p. 171), while the spatial,historical, temporal and geopolitical factors that emerged to govern bodies-and-minds in differential ways, are confined to silence (Soldatic & Grech,2014).”

This special issues includes an introduction and the following articles: 

Grech, S., & Soldatic, K. (2016). Disability in the Global South: The Critical Handbook [International Perspectives on Social Policy, Administration, and Practice (IPSPAP)]. Springer International Publishing AG. DOI: https://doi.org/10.1007/978-3-319-42488-0.

This first-of-its kind volume spans the breadth of disability research and practice specifically focusing on the global South. Established and emerging scholars alongside advocates adopt a critical and interdisciplinary stance to probe, challenge and shift common held social understandings of disability in established discourses, epistemologies and practices, including those in prominent areas such as global health, disability studies and international development. Motivated by decolonizing approaches, contributors carefully weave the lived and embodied experiences of disabled people, families and communities through contextual, cultural, spatial, racial, economic, identity and geopolitical complexities and heterogeneities.

Dispatches from Ghana, Lebanon, Sri Lanka, Cambodia, Venezuela among many others spotlight the complex uncertainties of modern geopolitics of coloniality; emergent forms of governance including neoliberal globalization, war and conflicts; the interstices of gender, race, ethnicity, space and religion; structural barriers to redistribution and realization of rights; and processes of disability representation. This handbook examines in rigorous depth, established practices and discourses in disability including those on development, rights, policies and practices, opening a space for critical debate on hegemonic and often unquestioned terrains.

Highlights of the coverage include:

  • Critical issues in conceptualizing disability across cultures, time and space
  • The challenges of disability models, metrics and statistics
  • Disability, poverty and livelihoods in urban and rural contexts
  • Disability interstices with migration, race, ethnicity, gender and sexuality
  • Disability, religion and customary societies and practice
  • The UNCRPD, disability rights orientations and instrumentalities
  • Redistributive systems including budgeting, cash transfer systems and programming.
  • Global South–North partnerships: intercultural methodologies in disability research.

This much awaited handbook provides students, academics, practitioners and policymakers with an authoritative framework for critical thinking and debate about disability, while pushing theoretical and practical frontiers in unprecedented ways.

Supplementary materials are also available.

Green, A., Abbott, P., & DiGiacomo, M. (2018). Interacting with providers: An intersectional exploration of the experiences of carers of Aboriginal children with a disability. Qualitative Health Research, 28(12), 1923-1932. DOI: https://doi.org/10.1177/1049732318793416

Intersectionality has potential to create new ways to describe disparities and craft meaningful solutions. This study aimed to explore Aboriginal carers’ experiences of interactions with health, social, and education providers in accessing services and support for their child. Carers of Aboriginal children with a disability were recruited from an Australian metropolitan Aboriginal community-controlled health service. In-depth, semistructured interviews were conducted with 19 female carers. Intersectionality was applied as an analytical framework due to the inherent power differentials for Aboriginal Australians and carers for people with a disability. Marginalization and a lack of empowerment were evident in the experiences of interactions with providers due to cultural stereotypes and racism, lack of cultural awareness and sensitivity, and poverty and homelessness. Community-led models of care can help overcome the intersectional effects of these identities and forms of oppression in carers’ interactions with providers and enhance access to care.

Haitana, T., Pitama, S., Cormack, D., Clark, M. T. R., & Lacey, C. (2022, September). “If we can just dream…” Māori talk about healthcare for bipolar disorder in New Zealand: A qualitative study privileging Indigenous voices on organisational transformation for health equity. The International Journal of Health Planning and Management, 37(5), 2613-2634. DOI: https://doi.org/10.1002/hpm.3486

Objectives: This paper identifies barriers to equity and proposes changes to improve the organisation of healthcare in New Zealand for Māori with bipolar disorder (BD) and their families.

Design: A qualitative Kaupapa Māori methodology was used. Twenty-four semi-structured interviews were completed with Māori with BD and members of their family. Structural and descriptive coding was used to organise and analyse the data, including an analytic frame that explored participants’ critique of attributes of the organisation of healthcare and alignment with Māori health policy.

Results: Transformation to the organisation of healthcare is needed to achieve health equity. Executive management must lead changes to organisational culture, deliver an equity partnership model with Māori, embed cultural safety and redesign the organisation of healthcare to improve wellbeing. Healthcare incentive structures must diversify, develop and retain a culturally competent health workforce. Information management and technology systems must guide continued whole system improvements.

Conclusion: This paper provides recommendations that should be considered in planned reforms to the organisation of healthcare in New Zealand. The challenge remains whether resourcing for an equitable healthcare organisation will be implemented in partial fulfillment of promises of equity in policy.

Harpur, P., & Stein, M. A. (2018). Indigenous persons with disabilities and the Convention on the Rights of Persons with Disabilities: An identity without a home? International Human Rights Law Review, 7(2), 165-200. DOI: https://doi.org/10.1163/22131035-00702002

This article analyses how disability human rights protections and processes under the United Nations Convention on the Rights of Persons with Disabilities (CRPD) have responded to the heightened vulnerability created when disability intersects with indigeneity. It considers the evolution of international human rights law instruments for indigenous persons with disabilities. It further examines the drafting history of the CRPD related to indigenous-specific content and examines the crpd Committee’s engagement with the human rights protections and violations of indigenous persons with disabilities. It demonstrates that the CRPD Committee has advanced these rights by acknowledging the rights of indigenous persons in the general course of its work, but has fallen short of adequately recognising the special vulnerabilities that are created when disability and indigeneity intersect. This evaluation is illustrated by expounding on the CRPD Committee’s recommendation in Noble v Australia, a communication brought by an indigenous person with a ‘mental and intellectual disability’ whose indigenous status was not engaged.

Hickey, H. (2020). A personal reflection on indigeneity, colonisation and the CRPD. In E. J. Kakoullis & K. Johnson (Eds.), Recognising human rights in different cultural contexts. Singapore: Palgrave Macmillan. DOI: https://doi.org/10.1007/978-981-15-0786-1_5

Huhana Hickey provides an account of the different ways in which indigeneity has been defined historically and in contemporary cultural contexts. She uses her own experience to provide a particular case study of Māori cultural perspectives to disability and the impact of colonialism on the lives of persons with disabilities who are also members of indigenous cultures. Hickey argues that the effects of colonialism on this group continue to the present through Government and community failure to take account of and respect the cultural values and beliefs of Māori people and continuing discrimination. As someone involved in the drafting of the United Nations Convention on the Rights of Persons with Disabilities (CRPD 2006) Hickey explores the unsuccessful attempts made to give the rights of indigenous people with disabilities stronger representation in its articles.

Good, G. A., Lee, J., & McBride-Henry, K. (2023). Parenting during a pandemic: Mothers and disabled children in Aotearoa/New Zealand—A hidden minority. Journal of the Motherhood Initiative for Research and Community Involvement, 14(1), 22.

Every country has its own COVID-19 pandemic story; similarly, every family has their own experiences of lockdowns, isolation, illness, death, struggles, and resiliency related to the pandemic. Although myriad narratives appear about these familial and societal experiences, few explore those of mothers of disabled children; these have been largely invisible, and as a result, this minority group and their needs have failed to be addressed by those who make decisions and plan for public health crises and for the subsequent recovery.

Autoethnography, a qualitative method that coalesces personal experience and research literature to advance sociological understanding, underpins this exploration. The authors are New Zealand/Aotearoa mothers of disabled children. Our approach employs autoethnographic reflection about our pandemic experiences to create mean-ing, forge identities, and explore power structures. Connections of our family stories enable the creation of an understanding of what has happened in our communities.

The authors’ reflections on their pandemic experiences are woven together with stories of how governments, schools, public health organizations, disability organizations, healthcare providers and communities directed us and responded to or failed to address our needs. We have identified five interwoven themes throughout our stories: anxiety, invisibility, devalued lives, coping, and advocacy. Together, as an outcome of the autoethnographic study of our pandemic experiences, we offer ideas for survival to pass on to mothers for future disasters and crises. Furthermore, we have developed recommendations for organizations and others living with disability.

Hayvon, J. C., Cordeiro , V. J., Dunhamn , J., Strömberg Jämsvi , S., Stainbrook , J., & Singhal , N. (2024). Equality in higher education opportunities: Practitioners’ perspectives from global, rural, post-colonial disability. Journal of Praxis in Higher Education6(4), 30–47. DOI: https://doi.org/10.47989/kpdc518.

This paper gathers practitioner perspectives on tuition-free online courses and their potential to improve equality in higher education. Through an intersectional lens of race, gender, income, and indigeneity, this paper focuses on the experience of people living with disabilities (PLWD) as a further marginalized sub-population within diverse marginalized populations. Of note, disability-knowledge held by PLWD and by their family members can position them as sensitive and effective healthcare or disability-care providers. At the same time, society often does not grant an easy pathway to this education and licensure. The existing landscape of massive open online courses (MOOCs) may present tuition-free learning, but accreditation can rest upon payment and other complex structures. Even after PLWDs gather financial resources for official accreditation, prospective employers have the autonomy to determine whether this learning is valid. In a global context, low-income families may experience internal competition for financing between PLWD and non-disabled siblings. Securing a future in which payment models and disability-needs are accommodated for in MOOCs can alter multiple life trajectories in the families of PLWD and ensure that the intersectionally marginalized may equally benefit from open education.

Hillier, S., & Vorstermans, J. (2022). Disability and disablement in settler colonial states: Indigenous perspectives of disability since time in memorial. In M. H. Rioux, J. Viera, A. Buettgen, & E. Zubrow (Eds.), Handbook of disability: Critical thought and social change in a globalizing world [Springer Nature Reference: Living Ed.]. Singapore: Springer. DOI: https://doi.org/10.1007/978-981-16-1278-7_41-1

This chapter is a journey of learning, focusing on the experiences of Indigeneity, disability, and disablement in the settler colonial states of Canada, Australia, New Zealand, and the United States and how we collectively can work on healing or reconciling. We start by taking up colonization, which for many settler states share numerous elements and functions (removal from land and forced relocation to reserves, residential schools, and removal of children to “care” by the state). We take up three main periods of time: First, learning about notions of disability prior to widespread European contact. Second, using an intersectional lens, we will learn about the initiation of colonization and ongoing processes of colonization impacting Indigenous Peoples in settler states, using the life span as a way to organize this section. Finally, we conclude with our journey toward healing and knowing by discussing the lived and imagined futures that return to Indigenous ways of being, knowing, and relationality that resist Western and settler-state productions and reproductions of disability and disablement.

Ineese-Nash, N. (2020). Disability as a colonial construct: The missing discourse of culture in conceptualizations of disabled Indigenous children. In T. L. Haley & C. T. Jones (Eds.), Sites and Shapes of Transinstitutionalization [Special Issue]. Canadian Journal of Disability Studies, 9(3), 28-51. DOI: https://doi.org/10.15353/cjds.v9i3.645

This paper explores the concept of disability through a critical disability lens to understand how Indigenous ontologies are positioned within the dominant discourse of disabled peoples in Canada. This paper draws on the inherent knowledge of Indigenous (predominantly Anishinaabek) communities through an integration of story and relational understandings from Indigenous Elders, knowledge keepers, and community members. Indigenous perspectives paired with academic literature illustrate the dichotomous viewpoints that position Indigenous peoples, most often children, as ‘disabled’ within mainstream institutions, regardless of individual designation. Such positioning suggests that the label of disability is a colonial construct that conflicts with Indigenous perspectives of community membership and perpetuates assimilation practices which maintain colonial harm.

Ineese-Nash, N., Underwood, K., Hache, A., & Douglas, P. (2024). The commodification of care: Precarious custodial relationships, disability, and settler-colonialism. In G. Ciciurkaite & R. L. Brown (Eds.), Disability and the Changing Contexts of Family and Personal Relationships [Research in Social Science and Disability, Vol. 15] (pp. 61-79). Leeds, UK: Emerald Publishing Limited. DOI: https://doi.org/10.1108/S1479-354720240000015006.

In this chapter, we explore the intricate relationships between young disabled children, their families, institutional settings, and disability services in Canada, with an emphasis on the challenges stemming from unstable custodial dynamics and governmental interference. Drawing on data from a 9-year longitudinal Institutional Ethnography across three provinces and one territory, we analyze the experiences of 41 families who have interacted with the child welfare system, foster care, adoption processes, family courts, or other custodial procedures – many of them are Indigenous or live with low income. The historic and ongoing state control and institutionalization of disabled children in Canada are interrogated through the lens of settler-colonialism (Awj, 2017; Disability Rights International, 2021). This chapter scrutinizes constructs framed by colonial narratives, including disabled childhoods, notions of disability, the “best interest of the child,” the archetype of the “good parent,” and the designation of custodial “status.” We present Institutional Ethnography as a method of de-constructing these systems and identifying care principles in the changing context of family.

Ingham, T. R., Jones, B., Perry, M., King, P. T., Baker, G., Hickey, H., Pouwhare, R., & Nikora, L. W. (2022). The multidimensional impacts of inequities for Tāngata Whaikaha Māori (Indigenous Māori with Lived Experience of Disability) in Aotearoa, New Zealand. In M. Perry, A. Calder, & T. Ingham (Eds.), Addressing Disability Inequities: Environments, Society and Wellbeing [Special Issue]. International Journal of Environmental Research and Public Health, 19(20), 13558. DOI: https://doi.org/10.3390/ijerph192013558

People with lived experience of disability have poorer health and socioeconomic outcomes than people without it. However, within this population, certain social groups are more likely to experience poorer outcomes due to the impacts of multiple intersecting forms of oppression including colonisation, coloniality and racism. This paper describes the multidimensional impacts of inequities for Indigenous tāngata whaikaha Māori (Māori with lived experience of disability). Semi-structured in-depth interviews were conducted with 28 tāngata whaikaha Māori and their whānau (extended family) using a kaupapa Māori Research methodology. An equity framework was used to analyse the data. The results describe: (1) inequitable access to the determinants of health and well-being; (2) inequitable access to and through health and disability care; (3) differential quality of health and disability care received; and (4) Indigenous Māori-driven solutions. These data confirm that tāngata whaikaha Māori in the nation-state known as New Zealand experience racism, ableism and disablism, compounded by the intersection between these types of discrimination. Recommendations from the data support the inclusion of tāngata whaikaha Māori in decision-making structures, including all policies and practices, along with equal partnership rights when it comes to designing health and disability systems and services.

Ingham, T., Jones, B., King, P. T., Smiler, K., Tuteao, H., Baker, G. & Hickey, H. (2022). Decolonising disability: Indigenous Māori perspectives of disability research in the modern era. In M. H. Rioux, J. Viera, A. Buettgen, & E. Zubrow (Eds.), Handbook of disability: Critical thought and social change in a globalizing world [Springer Nature Reference: Living Ed.]. Singapore: Springer. DOI: https://doi.org/10.1007/978-981-16-1278-7_68-1.

Qualitative research methods show promise in building shared understanding of Indigenous experiences of disability and have the potential to address the power imbalances inherent in Western epistemologies methodologies, particularly (but not exclusively) when it comes to quantitative research.

This chapter explores indigenous Māori research epistemologies and methodologies for disability research in Aotearoa New Zealand. In particular, we highlight the methodologies of pūrākau (storytelling) and wānanga (workshopping) which serve as examples in the richness of Māori-centered understandings that both give prominence to and make sense of Māori experiences. We structure our discourse throughout the chapter within this narrative framework as an exemplar.

The chapter also provides indigenous perspectives from a Global South to identify the critical importance of understanding the ways in which colonization, coloniality, ableism, and racism have intersected in the lived experiences of indigenous disabled tāngata whaikaha Māori/whānau hauā.

Jaffee, L. (2021). Student Movements Against the Imperial University: Toward a Genealogy of Disability Justice in U.S. Higher Education. Berkeley Review of Education, 10(2). DOI: https://doi.org/10.5070/B810249443.

This article explores insurgent knowledge created by student organizers who are collectively challenging institutional complicity with U.S. imperialism, racial capitalism, settler-colonialism, and disability injustice through social movements on U.S. college campuses. Taking Syracuse University as a case study of anti-imperialist student organizing from 1968-1970, I analyze student protest materials—primarily political education leaflets and literature opposing the Vietnam War and anti-Black racism—from the university archives. Following a lineage of anti-imperialist student organizing from the second half of the twentieth century to the present-day student movement for justice in Palestine, I highlight traces of disability within histories of student protest that have largely been framed as extraneous to disability issues and histories on U.S. campuses. My argument is twofold: 1. Student movements opposing Israeli apartheid, U.S. imperialism, and settler-colonialism are also movements for disability justice, and 2. Student movements for disability justice must actively oppose Israeli apartheid, U.S. imperialism, and settler-colonialism. Through collective labor and direct action aimed at transformation over inclusion, student protestors throughout history and today offer a different framing of what a university might do under other, non-white supremacist, heteropatriarchal, and settler-capitalist social relations and economic conditions that impede collective access. The visions put forth by student organizers can inform how we teach and labor at universities to bring our politics and practices in closer alignment with the principles of disability justice.

Jaffee, L. J. (2022). Disability matters: A materialist history of disability under U.S. settler-capitalism. In M. Cole (Ed.), Equality, education, and human rights in the United States: Issues of gender, race, sexuality, disability, and social class. New York: Routledge. DOI: https://doi.org/10.4324/9781003150671-7.

While often thought of as a fixed biological fact, disability is a social and political category. Bodily differences are made meaningful in relation to social, political, and economic contexts, and these meanings are constantly negotiated, shifting across time and place. This chapter offers a materialist history of disability in the U.S., focusing on the ways disability has been defined in relation to changing political-economic forces and shaped in relation to class, race, and gender. The chapter pays particular attention to the disabling of land and bodies via the conditions of settler-capitalism, the possibilities and perils of the fourth industrial revolution for undoing ableism, and some of the implications of the Covid-19 pandemic for disability in/justice.

Johnson, D. E., Fisher, K., & Parsons, M. (2022). Diversifying Indigenous vulnerability and adaptation: An intersectional reading of Māori women’s experiences of health, wellbeing, and climate change. In M. Parsons (Ed.), Indigenous Transformations towards Sustainability: Indigenous Peoples’ Experiences of and Responses to Global Environmental Changes [Special Issue]. Sustainability, 14(9), 5452. DO: https://doi.org/10.3390/su14095452

Despite evidence that Indigenous peoples’ multiple subjectivities engender diverse lived experiences both between and within Indigenous groups, the influence of multiple subjectivities on Indigenous peoples’ vulnerability and adaptation to climate change is largely un-explored. Drawing on ethnographic research with Indigenous Māori women in Aotearoa New Zealand, this paper provides empirical evidence that subjectivity-mediated power dynamics operating within Indigenous societies (at the individual and household scale) are important determinants of vulnerability and adaptation which should be considered in both scholarship and policy. Using an intersectional framework, I demonstrate how different Māori women and their whānau (families) live, cope with, and adapt to the embodied physical and emotional health effects of climate change in radically different ways because of their subject positionings, even though they belong to the same community, hapū (sub-tribe), or iwi (tribe). In underlining these heterogenous experiences, I provide an avenue for reconsidering how climate adaptation scholarship, policies, and practices might better engage with the complex, amorphous realities within Māori and other Indigenous communities. I argue it is possible to develop more inclusive, tailored, and sustainable adaptation that considers divergent vulnerabilities and adaptive capacities within Indigenous communities, groups, and societies and supports customised vulnerability-reduction strategies.

Jones, B., King, P. T., Baker, G., & Ingham, T. (2020). COVID-19, intersectionality, and health equity for Indigenous peoples with lived experience of disability. American Indian Culture and Research Journal, 44(2), 71–88. DOI: https://doi.org/10.17953/aicrj.44.2.jones

As Māori and tāngata whaikaha (Māori with lived experience of disability) of the nation-state known as New Zealand, we are deeply concerned about the impacts of the COVID-19 pandemic. In this commentary, we invoke intersectionality as an analytical tool for understanding critical issues tāngata whaikaha face in the context of the universal approach encompassing New Zealand’s pandemic response. We propose a “call to action” framework comprising four elements: (1) guaranteeing self-determination for tāngata whaikaha; (2) addressing all forms of racism, ableism, and other structural forms of oppression; (3) rectifying historical injustices; and (4) allocating resources for the pandemic and beyond in alignment with need.

Jones, J., Roarty, L., Gilroy, J., Brook, J., Wilson, M., Garlett, C., McGlade, H., Williams, R. & Leonard, H. (2023). Wangkiny Yirra “Speaking Up” project: First Nations women and children with disability and their experiences of family and domestic violence. Royal Commission into Violence, Abuse, Neglect and Exploitation of People with Disability.

First Nations women and children with disability are at greater risk of family and domestic violence (FDV) and its consequences than their non-Indigenous peers. A recent report (Ringland et al., 2022) found that First Nations women with disability had the highest rates of victimisation of any group, with 34.4% recorded as being victims of crime. Despite this, the voices of First Nations people are largely missing from disability research in Australia (Dew et al., 2019).

The purpose of this research was to engage with First Nations women and children and key stakeholders in Western Australia to: gain an understanding of their experiences of FDV, identify factors they believe open them up to the risk of harm, document their observations and experiences of barriers and/or enablers to seeking assistance and support, obtain their views on what works in currently available programs, and make recommendations for future culturally safe prevention and protection programs.

An easy-read version of this report is also available.

King, J. (2022, August). Listening to First Nations voices: Something about us, without us: The intersect between Aboriginal and Torres Strait Islander people, disability and the pursuit for self determination. BRIEF, 49(5), 28-29. 

When you are an Aboriginal or Torres Strait Islander (ATSI) Person with a Disability (ATSIPwD), you do not see yourself as a Person with a Disability (PwD) because society does not view you as a PwD. I have witnessed this cognitive dissonance extend into public policy and although ATSI activists and disability causes have championed for self-determination using the phrase ‘Nothing about us without us’, for ATSIPwDs it can leave us to feel that there is ‘Something about us, without us’. Whether it is in relation to the United Nations Declaration on the Rights of Indigenous People (UNDRIP), the Convention on the Rights of Persons with Disabilities (CRPD), any Commonwealth collated statistics or academic literature, the lack of visibility of ATSIPwDs is both glaring and damning.

Karmiris, M. (2021). De-linking the elementary curriculum from the colonizing Forces of ableism. Journal of Disability Studies in Education2(2), 182-198. https://doi.org/10.1163/25888803-bja10011.

What does it mean to teach and learn about becoming human amidst disability and race in the elementary school classroom? This broad question guides my conceptual paper here in a manner that focuses on the fruitful possibilities at the intersections between the fields of disability studies and decolonial studies. The first part of this paper intends to explore how the concepts of “dysconscious racism” (King, 1991, p. 133) and “dysconscious ableism” (Broderick and Lalvani, 2017, p. 894) are useful tools through which to conduct an analysis of how our education system remains rooted in the practices of exclusion and/or conditional inclusion that continue to valorize a subjective self steeped in western colonial logics. Through decolonial studies and Global South disability studies, the second portion of this paper seeks to question the limits of strategies of resistance that reinforce western-centric conceptions of the self while also making a case for interdependence.

Kore, J. (2022, December). YoungDeafDesign: Participatory design with young Deaf children. International Journal of Child-Computer Interaction, 34, 100542. DOI: https://doi.org/10.1016/j.ijcci.2022.100542.

It is common in HCI research to involve children in the design of their own technology. However, no design methods exist to design with young Deaf children. To address this gap, I have created YoungDeafDesign, a design method for designing with young Deaf children. YoungDeafDesign was originally intended to be a design method for working with young Deaf children as equal design partners, according to Druin’s levels of involvement (Druin, 2002) . However, in YoungDeafDesign as it is presented here, the children’s involvement level falls between design partner and informant, as the communication gap between hearing designers and young Deaf children prevents the dialogue which is required for working with children as design partners. The YoungDeafDesign method addresses children’s youth, language level, individual Deafness and cultural Deafness, enabling adult, hearing designers to design technologies with and for this unique group of children.

YoungDeafDesign will be described in this paper through the lens of patterns and themes which are common in designing with children (Korte, 2020) , and which were evaluated for applicability to designing with young Deaf children through a series of twenty-five design sessions conducted with young Deaf children (3–5 years), staff members from the children’s preschool programme in the role of sign language interpreter or support assistant; and at times, the children’s parents. This led to a synthesis of the relevant aspects of existing methods into a new design method for designing with young Deaf children.

The existence of YoungDeafDesign will enable the creation of technologies to assist young Deaf children and their families in ways which address young Deaf children’s needs and abilities.

Krentz, C. (2022). Elusive kinship: Disability and Human Rights in Postcolonial Literature. Philadelphia: Temple University Press.

Characters with disabilities are often overlooked in fiction, but many occupy central places in literature by celebrated authors like Chinua Achebe, Salman Rushdie, J. M. Coetzee, Anita Desai, Jhumpa Lahiri, Edwidge Danticat, and others. These authors deploy disability to do important cultural work, writes Christopher Krentz in his innovative study, Elusive Kinship. Such representations not only relate to the millions of disabled people in the Global South, but also make more vivid such issues as the effects of colonialism, global capitalism, racism and sexism, war, and environmental disaster.

Krentz is the first to put the fields of postcolonial studies, studies of human rights and literature, and literary disability in conversation with each other in a book-length study. He enhances our appreciation of key texts of Anglophone postcolonial literature of the Global South, including Things Fall Apart and Midnight’s Children. In addition, he uncovers the myriad ways fiction gains energy, vitality, and metaphoric force from characters with extraordinary bodies or minds.

Depicting injustices faced by characters with disabilities is vital to raising awareness and achieving human rights. Elusive Kinship nudges us toward a fuller understanding of disability worldwide.

Kress, M. M. (2017). Reclaiming disability through pimatisiwin: Indigenous ethics, spatial justice, and Gentle Teaching. In A. Gajewski (Ed.), Ethics, Equity, and Inclusive Education [International Perspectives on Inclusive Education, Vol. 9] (pp. 23-57). Bingley: Emerald Publishing Limited. DOI: https://doi.org/10.4324/9781003204572-15.

The situating of pimatisiwin as a framework for spatial justice and self-determination aids educators in strengthening their understandings of Indigenous knowledges to support an authentic inclusion of Indigenous students with disabilities. Through the sharing of Canada’s colonial history, and by critically examining the principles of care within special education, the author exposes its relationship with ableism, normalcy, eugenics, and white privilege to show how Indigenous peoples continue to be marginalized in the twenty-first century. This justice work asks educators to shift their perspectives of inclusion and wellness through the insertion of an Indigenous lens, one to help them see and hear the faces and voices of disabled Aboriginal children and their kinships. The chapter discusses the social model of disability, the psychology of Gentle Teaching, Indigenous ethics, and principles of natural laws through the voices of Nehiyawak and other knowledge keepers, in order to suggest an agenda for educators to come to an understanding of an emancipatory and gentle education. Spatial justice and Indigenous epistemologies merge as synergistic, inclusive, and holistic entities, to support Aboriginal children and youth as both they and those who teach learn to celebrate disabled ontologies. The chapter concludes by presenting how Gentle Teaching and Indigenous ways of knowing should be honored in this quest of creating an equitable, caring, and inclusive society for all disabled Indigenous children and youth.

Kristofik, A., & Demps, K. L. (2024). Reimagining support for autistic Indigenous children in the United States: Addressing under-identification and service gaps. Neuropsychiatric Disease and Treatment20, 1503–1511. DOI: https://doi.org/10.2147/NDT.S466098.

Although the original purpose of this article was to provide a comprehensive review of services provided for autistic children among Indigenous communities in Texas, USA, the authors’ encounter with a significant paucity in availability of data and relevant reports on Indigenous services for ASD spurred the choice of a perspective article instead as it allows a more critical view into the pitfalls surrounding the state of autism services. The meager documentation availability presents a dilemma for both researchers and Indigenous communities since it often leads to misrepresentations of data, and limits understanding of existing support systems. This perspective article addresses these issues and serves to highlight the complexity of collecting data among Indigenous populations across the United States. Specifically, it emphasizes the challenges faced in Texas, shedding light on the various barriers such as variations in cultural identity, government trust, cultural awareness, and disability identity that impede data-collection efforts in providing effective services to Indigenous populations. We advocate for a radical transformation in understanding how to approach and report the prevalence of possible ASD autism among Indigenous children to provide effective and tailored services. Ultimately, this transformation aims to secure the necessary data to provide services that effectively complement the existing support systems within individual Indigenous communities to enable their fullest and most equitable participation in society. The discussion calls for a comprehensive roadmap to achieve the goal of increasing Indigenous data collection and availability while the conclusion outlines a suggested roadmap to achieve the goals of increasing data generation and available services to Indigenous communities, and ultimately, improving services for Indigenous children with ASD in Texas and their families.

Kuppers, P. (2013). Decolonizing disability, indigeneity, and poetic methods: Hanging out in Australia. Journal of Literary & Cultural Disability Studies, 7(2), 175-193. DOI: https://doi.org/10.3828/jlcds.2013.13.

The article witnesses encounters in Australia, many centered in Aboriginal Australian contexts, and asks what arts-based research methods can offer to intercultural contact. It offers a meditation on decolonizing methodologies and the use of literary forms by a white Western subject in disability culture. The argument focuses on productive unknowability, on finding machines that respectfully align research methods and cultural production at the site of encounter.

Kuppers, P. (2016). Landings: Decolonizing disability, indigeneity and poetic methods. In P. Block, D. Kasnitz, A. Nishida, & N. Pollard (Eds.), Occupying disability: Critical approaches to community, justice, and decolonizing disability. Dordrecht: Springer. DOI: https://doi.org/10.1007/978-94-017-9984-3_5

The article witnesses encounters in Australia, many centered in Aboriginal Australian contexts, and asks what arts-based research methods can offer to intercultural contact. It offers a meditation on decolonizing methodologies and the use of poetry and performance by a white Western subject in disability culture. The argument focuses on productive unknowability, on finding machines that respectfully align research methods and cultural production at the site of encounter.

Lapierre, M. (2023). Disability and Latin American indigenous peoples. Disability & Society. DOI: https://doi.org/10.1080/09687599.2023.2192381.

Disability among Latin American indigenous peoples is frequent and has particular characteristics. On the one hand, people understand and experience disability from their own worldview and cultural practices, but on the other hand, these cultural characteristics coexist with the reality of a disability produced by colonialism, colonization and forced assimilation into the states. Additionally, the socioeconomic conditions in which indigenous peoples live, as well as the political violence to which they are subjected, create a complex panorama that challenges disability studies to dialogue with other philosophies. Decoloniality, interculturality, epistemologies of the South, and indigenous thought can be approaches that discuss and problematize the study of disability in indigenous cultures from a more just and situated perspective.

Larkin-Gilmore, J., Callow, E., & Burch, S. (2021, Fall). Indigeneity & Disability: Kinship, Place, and Knowledge-Making [Special Issue]. Disability Studies Quarterly, 41(4). DOI: http://dx.doi.org/10.18061/dsq.v41i4

“This special issue centers on Indigeneity and disability. Reciprocity is our question, practice, and aspiration: What is possible when we Indigenize disability studies (DST) and when we fully embed disability studies in Native American Indigenous studies (NAIS)?”

This special issue includes the following articles, divided into three sections, Kinship, Place, and Knowledge Making:

Liasidou, A. (2022). Decolonizing inclusive education through trauma-informed theories. Scandinavian Journal of Disability Research, 24(1), 277-287. DOI: https://doi.org/10.16993/sjdr.951.

Notwithstanding its noble orientations and social justice foundations, inclusion has been contested, interrogated, and subjected to multiple interpretations and enactments. Inclusive education has been, inter alia, characterized as a neo-colonial project that is embroiled in and reinforces geopolitical power asymmetries and oppressive regimes. The article suggests that the enduring legacy of colonial perspectives needs to be problematized and challenged through a trauma-responsive lens that captures the traumatizing effects of colonialism/ty on the ‘lived’ realities of disabled and other disenfranchised groups of students. Trauma is a constituent element of intersectional oppression stemming from and imbricated in conditions of colonial structures of power that conceal and legitimize social inequalities, extreme poverty, malnutrition, violence, substandard childcare, racism, and other ‘cultural’ traumas. This is an issue that highlights the imperative of developing theories of inclusion that acknowledge and address the intersections of colonialism/ty, disability and trauma and their impact on educational accessibility, participation, and achievement.

Lieffers, C. (2022). Imperial mobilities: Disability, Indigeneity, and the United States West, 1850-1920. In E. Cleall (Ed.), Global histories of disability, 1700-2015: Power, place and people. New York: Routledge. DOI: https://doi.org/10.4324/9780429323980-8

This chapter uses three stories of artificial limbs and Indigenous peoples to examine the complex relationships between American imperialism, disability, and technology that emerged as the United States expanded westward in the nineteenth century. As the stories in this chapter show, ableist curative violence was manifest in the imperialist’s desire to identify what he classed as intolerable injury and repair it using medical expertise, to eliminate what he saw as pathologically primitive cultures and ways of life, and to take what he perceived as underused landscapes and press them into service. Paul Kramer (2011) has defined imperialism as ‘a dimension of power in which asymmetries in the scale of political action, regimes of spatial ordering, and modes of exceptionalizing difference enable and produce relations of hierarchy, discipline, dispossession, extraction, and exploitation.’ Imperial ableism, as I term it, trusted in scientific and medical experts and their technologies to assert this power to assess and to right Indigenous bodies and minds, as well as the cultures in which they lived and the landscapes with which they were entwined.

Lovern, L. (2014). Embracing differenceNative American approaches to disability. In Special Section: Disability Justice and Spirituality. Tikkun, 29(4), 37–40. DOI: https://doi.org/10.1215/08879982-2810110.

“Most U.S. progressives share the view that the destigmatization of “disability” is a positive thing. Translating that vision into widespread social practice, however, is proving difficult to do. The U.S. mainstream has much to learn from Native American communities, many of which have lived experience with non-stigmatizing approaches to differences in community members’ talents and abilities.

Western knowledge systems establish opposition concepts such as day/night, good/bad, and able/disabled. These dichotomies form the basis of Western social hierarchies by establishing certain identities as superior and others as inferior, and they shape how people with disabilities are defined and treated within Western communities and institutions.

While there is no single, unified Native American culture, language, spirituality, or way of being, it is generally accurate to say that Native American worldviews do not adhere to this same dichotomous logic structure. Instead, they focus on an interrelatedness of all things. It is useful to draw generalizations such as these in order to illustrate how Native American approaches to disability offer a counter-model to Western approaches” (p. 37).

Lovern, L. L., & Locust, C. (2013). Native American communities on health and disability: A borderland dialogues. New York: Palgrave Macmillan. DOI: https://doi.org/10.1057/9781137312020

This volume examines concepts of disability and wellness in Native American communities, prominently featuring the life’s work of Dr. Carol Locust. Authors Locust and Lovern confront the difficulties of translating not only words but also entire concepts between Western and Indigenous cultures, and by increasing the cultural competency of those unfamiliar with Native American ways of being are able to bring readers from both cultures into a more equal dialogue. The three sections contained herein focus on intercultural translation; dialogues with Native American community members; and finally a discussion of being in the world gently as caregivers.

Mackey, H. J. (2018). Towards an Indigenous leadership paradigm for dismantling ableism. In H. Manaseri & J. Bornstein (Eds.), Dismantling Ableism: The Moral Imperative for Leaders [Special Forum]. Review of Disability Studies: An International Journal, 14(3). 

The purpose of this article is to propose an Indigenous leadership paradigm for dismantling ableism. I begin by defining ableism within the context of school leadership, then apply an Indigenous ontological and epistemological framework to strategies educational leaders can use to dismantle cultures of ableism within school communities.

Manhique, J., Amos, A. (2022). Role of culture and legacy of colonialism in qualitative research methods with persons with disabilities in the Global South. In M. H. Rioux, J. Viera, A. Buettgen, & E. Zubrow (Eds.), Handbook of disability: Critical thought and social change in a globalizing world [Springer Nature Reference: Living Ed.]. Singapore: Springer. DOI: https://doi.org/10.1007/978-981-16-1278-7_44-1

In this chapter the authors reflect on the ability/possibility of qualitative research methods to enable persons with disability in the Global South to conceptualize disability and reflect on their lived experience. Disability studies theorists have recognized the importance of qualitative research methods in empowering persons with disabilities by lifting their voices. In this chapter we reflect on how research on disability in the Global South has been done. The chapter focuses on the case of persons with epilepsy and psychosocial disabilities (in Malawi) and persons with disabilities more generally (in Mozambique). Based on our own work as early-stage researchers, we reflect on our experience of engaging persons with disabilities as informants. The chapter highlights the role of culture and the legacy of colonialism as issues that researchers must deal with to ensure that disability studies in the Global South is at the service of those with disabilities and cease from engaging in predatory practices.

Medak-Saltzman, D., Misri, D., & Weber, B. (2022). Decolonizing time, knowledge, and disability on the tenure clock. Feminist Formations 34(1), 1-24. DOI: http://doi.org/10.1353/ff.2022.0000

We consider the tenure clock’s enmeshment in the neoliberal academy’s settler colonial and ableist modes of organizing labor and valuing knowledge, modes in turn informed by heteropatriarchal spatiotemporal logics. The tenure clock in the settler academy relies on labor performed by those positioned outside of its time—such as those in temporary or semi-temporary positions, staff, graduate students, and undergraduate students. Our motivation in tracing these logics and formulating feminist strategies to undo them stems directly from observing “faculty with disabilities” at our university struggling against the tenure clock; as well as seemingly abled women faculty, faculty of color, and contingent faculty, who have strained against the academic clock and ended up debilitated in the process. We articulate ways in which more collaborative understandings of university culture and knowledge production might serve to challenge the peculiar temporalities produced by the tenure clock. Listening and learning at the intersections of feminist, Indigenous, and disability studies scholarship teaches us to work toward imagining a different approach to tenure, and from there, the way to a different academy.

Mitchell, D. T., & Snyder, S. L. (2023). Precarity and the global dispossession of indigeneity through representations of disability. In M. Fernández-Santiago & C. M. Gámez-Fernández (Eds.), Representing vulnerabilities in contemporary literature (pp. 17-32). New York: Routledge. DOI: https://doi.org/10.4324/9781032130323-2

This chapter analyzes representations of disability in three key historical novels about indigenous people under Western colonialism: O. A. Bushnell’s The Return of Lono (1956), Leslie Marion Silko’s Ceremony (1977), and William Vollmann’s Fathers and Crows (1992). Each work reaches back from a future moment to exhume past violence and the continuing efforts of colonialism in the Americas along with its attendant genocidal impact. 

Murdock, E. G. (2022). Terrortories: Colonialism’s built environments as structural disablement. Critical Philosophy of Race, 10(1), 106-127. DOI: https://doi.org/10.5325/critphilrace.10.1.0106

This article proceeds from the thesis proposed by Frantz Fanon that colonialism, specifically settler colonialism, is a world-destroying structure that the colonized witness as a “veritable apocalypse.” Settler colonialism is apocalyptic not only in the sense that it attempts to permanently destroy and make irretrievable various other Indigenous worlds and ways of being-in-the-world, but also in that it builds the settler colonial world in, on, and with Indigenous lands and bodies. I read Fanon as proposing that settler colonialism builds apocalyptic worlds with the murdered worlds of the colonized and then forces the colonized to navigate and embrace these violent and traumatic landscapes, which I call terrortories. I argue this is directly connected to Fanon’s revolutionary psychiatric work and practice to decolonize and disalienate colonial medical and psychiatric facilities as structures of disablement, which requires the abolition of settler colonialism altogether.

Moya, L., & Bertie, J. A. (2018). Crip posthumanism and Native American Indian postanthropocentrism: Keys to a bodily perspective in science. In M. Ruzzeddu (Ed.), Systemic Sociology and Innovation [Feature Issue]. International Review of Sociology, 28(3), 492-509. DOI: https://doi.org/10.1080/03906701.2018.1478688

The dominant thought in the Western Culture, put the soul first and despised the body, generating distinctions and hierarchies in which the spiritual or immaterial was considered superior to the corporeal or material. But the bodies have not allowed themselves to be reduced to these dichotomous patterns. The queer discovered the body, worked with it, but returned to the field of immateriality in which the identity is lodged. The crip has completed the gesture of the queer entering fully into the field of the body, denaturalizing categories (deficiency and disability) and interpreting it as radically interdependent. However, in the absence of tradition in dealing with the body, both in reflection and politics, we are inspired by other cultures that always put corporeality in the foreground. The Native American Indians are explicit in terms of contrast between humans and non-humans, because for them there is a unique culture with multiple natures, as opposed to Western, because we believe in plurality of cultures and in a uniform nature. In order to coexist with this diversity, the West has invented ‘cultural relativism’ and ‘multiculturalism’, while the Native American Indians have developed a ‘multinaturalism’ with their ‘perspectivism’. We propose to denominate perspectivism a modality of science and politics that could manifest the radical influence of bodies.

Nguyen, X. T., Mitchell, C., & Bernasky, T. (2022). Qualitative visual methods in research with girls and women with disabilities in the Global South. In M. H. Rioux, J. Viera, A. Buettgen, & E. Zubrow (Eds.), Handbook of disability: Critical thought and social change in a globalizing world [Springer Nature Reference: Living Ed.]. Singapore: Springer. DOI: https://doi.org/10.1007/978-981-16-1278-7_16-1.

This chapter examines how Participatory Visual Methodologies can be used to create more inclusive and accessible spaces with disabled people in the Global South. Drawing on a 4-year research project, funded by the Social Sciences and Humanities Research Council of Canada (2016–2020) with girls and women with disabilities in Vietnam, we argue that a decolonial Participatory Visual Methodology (PVM) approach is critical for centering the perspectives of girls and women with disabilities in spaces where they may have previously been excluded. This work is important for disability rights because it creates a more transformative approach to social justice in communities in the global South.

Ohajunwa, C. O., & Sefotho, M. M. (2024). Epistemologies of disability from the Global South: Towards good health. In L. Ned, M. R. Velarde, S. Singh, L. Swartz, & K. Soldatić (Eds.), The Routledge International Handbook of Disability and Global Health. London: Routledge. DOI: https://doi.org/10.4324/9781003228059-4.

The understanding ascribed to disability within contexts informs how the concept is perceived and researched in academia. Hues of this understanding are perceived within the conceptualisation, research processes and outcomes of research to influence the lived experience of disability. Exploration of epistemologies of disability provides the knowledge and understanding of disability from the margins. Africa is in the Global South, within a shared history of marginalisation and subjugation of its knowledge systems from the Global North. Therefore, this chapter aims to discuss and present epistemologies of disability from the African context. The chapter argues for epistemic justice and relevance of exploring the understanding of disability from the African perspective, to influence academic research and practice within the field of disability studies. This aligns with the Sustainable Development Goals (Goal 3): Good health and well-being of persons with disabilities. Emerging from the reflections and discussions, recommendations highlighting possible ways forward for disability research within academia in Africa are envisaged.

Padilla, A. (2021). Disability, intersectional agency, and Latinx identity: Theorizing LatDisCrit counterstories [Interdisciplinary Disability Studies]. London: Routledge. https://doi.org/10.4324/9781003084150.

This interdisciplinary volume links dis/ability and agency by exploring LatDisCrit’s theory and activist emancipatory practice. It uses the author’s experiential and analytical views as a blind brown Latinx engaged scholar and activist from the global south living and struggling in the highly racialized global north context of the United States.

LatDisCrit integrates critically LatCrit and DisCrit, which look at the interplay of race/ethnicity, diasporic cultures, historical sociopolitics, and disability within multiple Latinx identities in mostly global north contexts, while incorporating global south epistemologies. Using intersectional analysis of key concepts through critical counterstories, following critical race theory methodological traditions, and engaging possible decoloniality treatments of material precarity and agency, this book emphasizes intersectionality’s complex underpinnings within and beyond Latinidades. Through a careful interplay of dis/ability identity and dis/ability rights/empowerment, the volume opens avenues for intersectional solidarity and spaces for radical transformational learning.

Pino-Morán, A P., Rodríguez-Garrido, P., & Lapierre, M. (2023, July). Wild, indigenous, lame, invalid: Anti-ableist epistemologies of the South. Saude soc. 32(2), e211010en. DOI: https://doi.org/10.1590/S0104-12902023211010en.

The aim of the article was to present a first approach to an epistemological proposal that reflects on and deals with the construction and legitimation of knowledge generated from abject, abnormal, or crippled corporeities geopolitically located in the South. It pays special attention to the sex-gender-ability system in the social and epistemological organization of knowledge. In this development, we identify a positionality and wasted wealth for regional social analysis and transformation as a result of a modern colonial order. Hence, this proposal is inscribed within the Latin American critical thinking to reflect on those other places of abject enunciation.

Puszka, S., Walsh, C., Markham, F., Barney, J., Yap, M., & Driese, T. (2022, November). Community-based social care models for Indigenous people with disability: A scoping review of scholarly and policy literature. Health & Social Care in the Community, 30(6), e3716-e3732. DOI: https://doi.org/10.1111/hsc.14040

Disability is experienced and understood by Indigenous people internationally in distinct ways from other populations, requiring different approaches in disability services. Furthermore, Indigenous populations access disability services at low rates. In response, policymakers, service providers and Indigenous organisations have developed specific models of care for Indigenous people with disability. Social care services, comprising personal care, transport and social activities, can support Indigenous people with disability to live with their families and in their communities. However, little is known about the range of social care models for Indigenous people with disability. To inform policy and practice, we conducted a scoping review of community-based models of social care designed to meet the needs of Indigenous peoples in Australia, Aotearoa New Zealand, Canada and the United States. Our methods were informed by best practice scoping review principles and a collaborative approach that centred Indigenous voices within research appraisal and project governance processes. Literature searches (conducted March–April 2021) yielded 25 results reporting on 10 models of care. We identified two over-arching themes (funding and governance arrangements; service delivery design) that encompass nine key characteristics of the included models. Our analysis shows promising practice in contextually relevant place-based social activity programs, support and remuneration for family carers and workforce strategies that integrate Indigenous staff roles with kinship relationships and social roles. While more research and evaluation are needed, disability funding bodies and service systems that facilitate these areas of promising practice may improve the accessibility of social care for Indigenous peoples.

Puszka, S., Walsh, C., Markham, F.,  Barney, B., Yap, M., & Dreise, T. (2022). Towards the decolonisation of disability: A systematic review of disability conceptualisations, practices and experiences of First Nations people of Australia. Social Science & Medicine, 305, 115047. DOI: https://doi.org/10.1016/j.socscimed.2022.115047.

In many settler-colonial countries, Indigenous people do not access disability services at rates commensurate with disability prevalence. Existing research suggests that services often do not reflect Indigenous values and social practices, impacting on accessibility. Furthermore, disability services have historically been implicated in processes of colonisation. There is an urgent need to decolonise disability services. Understanding Indigenous knowledge and experience of disability is a necessary step towards achieving this. We systematically reviewed the disability conceptualisations, practices and experiences of First Nations peoples of Australia. Twelve studies met inclusion criteria. There was a consensus among these studies that Western constructs of disability do not resonate with many First Nations people across Australia. The studies reported that many First Nations people conceptualise most disabilities as unremarkable conditions that reflect the normal range of human diversity, although some conditions may be associated with social stigma. Inclusive attitudes and practices of caregiving in First Nations families facilitate the participation of First Nations people with disabilities in family and community life. However, ableism and racism in broader society combine to exclude many First Nations peoples with disabilities from public spaces and from labour markets. Disability services regularly fail to reflect First Nations values and social practices, and can lead to further disempowerment and marginalisation due to diagnostic processes; displacement from country and communities; gendered discrimination; and poor relationships with service providers. We argue that intersectional experiences of colonialism, racism, ableism and sexism, particularly in disability services, can lead to the marginalisation of First Nations participants and families. The decolonisation of disability services requires services to embrace diverse First Nations values and practices associated with human capability, social participation and caregiving. Decolonising disability services also necessitates First Nations control of the governance of disability services and reform across service, organisational, systemic and conceptual levels.

Rabang, N. J., West, A. E., Kurtz, E., Warne, J., &  Hiratsuka, V. Y. (2023). Disability decolonized: Indigenous peoples enacting self-determination. Developmental Disabilities Network Journal, 3(1), Article 11. 

Populations researched often have little if any input in the means of data collection, analysis, or authorship of the findings published. They are excluded from participating in the scientific methods even though they are the subject of the content that is being produced. This is true for Indigenous populations and the disability community around the globe. Researchers usually use colonial methodology that does not encompass the values of these communities or have their well-being in mind. This paper examines the history of colonization and how it has infiltrated science and inhibits self-determination of Indigenous peoples. Indigenous communities need to have the means and power for self-determination. For individuals with disabilities, this includes rights to services and programs that give the respect and person-centered care they deserve to make informed decisions about their lives. Moreover, there is a recognized need for culturally appropriate services that empower American Indian and Alaska Native (AI/AN) people with disabilities to lead independent lives in their own communities—urban or rural. AI/AN cultures may view disabilities differently than those in the mainstream U.S. Barriers and challenges for AI/AN individuals with intellectual and developmental disabilities (IDD) and AI/AN families of individuals with IDD in access to services include inadequate funding, personnel shortages, housing shortages, lack of coordination among agencies, lack of consultation with tribes, and problems identifying persons eligible for services. AI/AN-specific programs that have begun to bridge the gap in access to and development of culturally competent services such as Oyáte Circle and development of collegiate courses focused on AI/AN disabilities issues. There remains a need for partnership with AI/AN tribes for disability services and incorporation of AI/AN people with disabilities as equitable partners in program development and implementation. To reach a full decolonization of IDD health care and fully embrace diversity, equity, and inclusion (DEI) principles, individuals in these communities need to be viewed as experts in their journey of resilience.

Rice, M., & Argüello de Jesús, J. T. (2024). Decolonizing digital accessibility within land/water realities using minimal computing. Learning, Media and Technology Latest Articles, 1–14. DOI: https://doi.org/10.1080/17439884.2024.2394471.

The purpose of this essay is to conceptualize accessibility in digital education for school children through a minimal computing perspective. This perspective prioritizes the contextual, social, and relational as part of the ethic of minimal computing mantra to consider What. We. Need. To achieve our goals, we begin with a story from a classroom in rural New Mexico, then we problematize definitions of accessibility for computing in educational settings considering how an identification as having disabilities is situated within colonial monolingual/monocultural structures that position minds and bodies as deficient. We connect these structures to capitalistic educational technology movements like using personalized instructional materials that do little to support the identities of children in spaces like the rural Southwest. Finally, we highlight what accessibility might look like as conceptualized from a land/water perspective where children’s connections to their current realities are given precedence.

Rice, C., Dion, S. D., & Chandler, E. (2021, Spring). Decolonizing disability through activist art. In E. Brewer, B. Brueggemann, J. Gallagher, & K. Henry (Eds.), Disability Studies, In Time [Feature Issue]. Disability Studies Quarterly, 41(2). DOI: https://doi.org/10.18061/dsq.v41i2.7130

This paper mobilizes activist art at the intersections of disability, non-normativity, and Indigeneity to think through ways of decolonizing and indigenizing understandings of disability. We present and analyze artwork produced by Vanessa Dion Fletcher, the first Indigenous disability-identified Artist-in-Residence for Bodies in Translation (BIT), a research project that uses a decolonized, cripped lens to cultivate disabled, D/deaf, fat, Mad, and aging arts on the lands currently known as Canada. We begin by setting the context, outlining why disentangling the disability, non-normativity, and Indigeneity knot is a necessary and urgent project for disability studies and activisms. Drawing on Indigenous ontologies of relationality, we present a methodological guide for our reading of Dion Fletcher’s work. We take this approach from her installation piece Relationship or Transaction?, which, we argue, foregrounds the need for white settlers to turn a critical gaze on transactional concepts of relationship as integral to a decolonized and an indigenized analysis of disability and non-normative arts. We then centre three original pieces created by Dion Fletcher to surface some of the intricacies of the Indigeneity/disability/non-normativity nexus that complicate recent discussions about recuperating Indigenous concepts of bodymind differences across white supremist settler colonial regimes on Turtle Island (North America) that seek to debilitate Indigenous bodies and lives. We intervene in these debates with reflections on what might be created—and what we might learn—when the categories of Indigeneity and (Western conceptions of) disability and non-normativity are understood as contiguous, particularly focusing on meaning-making within Dion Fletcher’s developing oeuvre.

Rivas Velarde, M. C. (2017, October). Addressing double layers of discrimination as barriers to health care: Indigenous peoples with disabilities. ab-Original, 1(2), 269-278. DOI: https://doi.org/10.5325/aboriginal.1.2.0269

Multiple or aggravated forms of discrimination have not been properly dealt with in health systems. This article reports on the findings of three case studies conducted in Australia, Mexico, and New Zealand that look at the experiences of Indigenous persons with disabilities accessing health care. The findings show that health systems in these three countries have not sufficiently addressed barriers to health care arising from aggravated forms of discrimination, such as the intersection between disability and indigeneity. Findings reveal also how both interpersonal and systematic discrimination emerged from protocols and procedures that often had no discriminatory intent but had a disproportionately negative impact on populations such as Indigenous persons with disabilities. The article also offers recommendations on how to improve awareness and cultural competency to tackle discriminatory practices in order to improve health access and effective adherence of Indigenous peoples in health care settings.

Rohman, A., & Pitaloka, D. (2023). Disconnected and disabled during the pandemic: Toward more inclusive pandemic response plans in the Global South. Journal of Librarianship and Information Science. DOI: https://doi.org/10.1177/09610006231207657.

This study centers on the information world of Persons with Disabilities (PwD) living in the Global South during the COVID-19 pandemic. The intersection between information practices and disability studies have been mainly situated within the context of the Global North although the pandemic has perpetuated the global power imbalance between rich and poor countries. Based on an analysis of qualitative data collected from PwD in Vietnam during the pandemic, we found that the boundaries between individual, social, and professional domains blurred as the PwD used the same digital platforms accessible and affordable for them to meet different information needs arising from the continuous shifts and disruptions the pandemic had brought to their everyday life. The platforms also allowed the PwD to make stronger connections with themselves, others with disability, and the country during difficult times. In tandem, the PwD’s information world was characterized by the need to protect themselves from contracting the virus and to follow official pandemic response guidelines. The findings demonstrate the importance of centering disability rights and digital rights in pandemic preparedness, response, and recovery plans, particularly in countries with limited resources in Southeast Asia.

Russette, H., Hill, S. B., & Goldman, A. (2020, August 12). Teaching the intersectionality of disability, American Indians, and rurality at tribal colleges. Tribal College: Journal of American Indian Higher Education.

“At the University of Montana, course offerings did not address the intersection of disability, American Indian populations, and public health until recently. This course gap was problematic because American Indians and Alaska Natives experience a high prevalence of disability which is partially attributed to reservations being located in rural settings, particularly in Montana. From this deficit, the University of Montana Rural Institute for Inclusive Communities (RIIC), a University Center for Excellence in Developmental Disabilities, secured federal funding through the U.S. Department of Health and Human Services’ Administration on Community Living to support two graduate-level diversity fellowship positions and to develop a community-grounded public health and disability course appropriate to the 12 Montana-based Native nations. RIIC leadership recognized the need to provide training to professionals working with American Indian communities. In 2018, two fellows and a staff mentor started a year-long process to gather resources, develop a curriculum, and teach a course called ‘The Intersectionality of Disability, American Indians, and Rurality’ through the Native American Studies Department at the University of Montana.” 

Sadlier, S. A., Stein, P. J. S., & Stein, M. A. (2024). Disability, indigeneity, and climate justice. In R. J. Moore (Ed.), Climate change and mental health equity (pp. 205–233). Cham: Springer. DOI: https://doi.org/10.1007/978-3-031-56736-0_8.

The climate crisis both uniquely and disproportionately impacts marginalized populations, including persons with disabilities, indigeneity, and intersectional identities. Indigenous Peoples with disabilities’ cultural connection to ancestral land and water is being profoundly threatened by climate change against a backdrop of disability discrimination, socioeconomic marginalization, and intergenerational trauma that affects their mental and physical well-being. Marginalized populations are confronted by the failure of governments to act and floundering international climate negotiations. Responding to this existential crisis, persons with disabilities and Indigenous Peoples are at the forefront of human rights-based strategic climate litigation. Indigenous Peoples with disabilities are powerful change agents in the fight for climate justice due to their deep cultural understanding of the connection of people to land, ecosystems, and biodiversity, and their lived experience of climatic harm. We consider how the principles of participation, equity, and accountability are vital to ensure the development and implementation of climate adaptation and mitigation plans, policies, and measures that increase the well-being of Indigenous Peoples with disabilities. Governments, policymakers, and institutions, led by and with Indigenous communities and their organizations of persons with disabilities, must operationalize disability climate justice and the right to a healthy environment to promote the well-being of Indigenous Peoples with disabilities worldwide as well as the well-being of all society.

Saisi, B. (2022). Barred by the maddening state: Mental health and incarceration in the heterosexist, anti-Black, settler colonial carceral state. In M. J. Coyle & D. Scott (Eds.), The Routledge international handbook of penal abolition. New York: Routledge. DOI: https://doi.org/10.4324/9780429425035-34.

This chapter examines how reformist policies around mental health care in prisons reproduces the logics of carcerality whereby the medicalization of mental distress is utilized as a means to expand the carceral state. This chapter traces past and contemporary histories that illustrate the relationship between institutionalized psychiatry and the pathologization of Black and Indigenous peoples and nonnormative gender and sexual expressions to justify their containment in order to maintain the White supremacist nation-state. Through analyzing newsletters written by incarcerated and formerly incarcerated peoples in women’s prisons and their experiences of mental distress alongside liberal reformist legal literature, a critical race, feminist, and disability analysis of psychological and psychiatric institutions is revealed to be germane to the overall project of penal abolition.

Sánchez Peña, M. A. (2024). Sculpting aesthetic experiences through autistic indigenous knowledge. In R. Rozema & C. Bass (Eds.), Autistic Aesthetics [Feature Issue]. Ought: The Journal of Autistic Culture, 5(2), Article 8. DOI:
https://doi.org/10.9707/2833-1508.1171.

The intersection between the autistic mind and the experience of aesthetic elements sculpts a distinct lens through which individuals could explain and appreciate the human experience. Differences between neurotypicals and autistics in terms of sensory experience, cognition and communication, combined with knowledge produced by the Philosophy, Psychology, and Anthropology fields in Aesthetics permit the application of the Neurodiversity Paradigm as a source to explain the perception of aesthetics in the collective. The complexity of these experiences in autistic people not only expands deeper comprehension on aesthetic experiences and all its relativisms, but also illustrates neurodiversity as a form of cultural diversity and challenges neuronormative notions of beauty.

Senier, S. (2021). Disability, Blackness, and Indigeneity: An invitation to a conversation. In T. A. Pickens (Ed.)., Blackness and Disability: This. Is. The. Remix. or I Thought I Told You That We Won’t Stop [Special Issue]. CLA Journal, 64(1), 166-173. DOI: http://doi.org/10.1353/caj.2021.0011

The author “…offer[s] CLAJ readers and colleagues a few insights into what has been occurring in the field of Indigenous Studies and Disability, in the spirit of inviting us all to think through this ‘wide range of entry points’” (p. 167).

Senier, S., & Barker, C. (2013). Disability and Indigeneity [Special Issue]. Journal of Literary & Cultural Disability Studies, 7(2). 

“…the articles [in this special] issue multiple calls for decolonization, both material and discursive in nature. They collectively discuss the decolonization of disability studies, of genetic science, of research methodologies, of the boarding school, and of medical institutions. We would argue that far from signaling some loose or amorphous concept of social justice, these articles use the term decolonization in its most precise and rigorous sense: as a form of ‘giving back to,’ or (even better) ‘refusing to take from,’ indigenous peoples. While this notion of ‘giving back’ might be aspirational rather than a readily achievable goal in many of the cases considered in the present special issue, as a principle it certainly upholds the productive notion of ‘world-making’ (or re-making) discussed above. To ‘decolonize’ disability studies, as conceptualized by the authors collected here, is to commit to a form of disability studies praxis that refuses to impose non-indigenous frameworks of health or disability upon native communities, whether these might be medical or more progressive social models” (p. 137).

Articles in this special issue include an introduction, two book reviews and the following articles:

Shah, M.H. (2024). Addressing equity and disability gaps in immigrant and refugee communities: A psycho-socio-educational framework. In G. Bennett & E. Goodall (Eds.), The Palgrave Encyclopedia of Disability. Cham: Palgrave Macmillan. DOI: https://doi.org/10.1007/978-3-031-40858-8_291-1.

The intersection of disability, migration, and mental health presents several challenges and opportunities for fostering equity and inclusion in immigrant and refugee communities. This chapter introduces a psycho-socio-educational framework aimed at addressing the critical gaps in support for disabled migrants and refugees. Central to the framework is the provision of culturally competent, trauma-informed mental healthcare. By integrating tailored therapeutic interventions, such as trauma-focused therapies and accessible mental health services, the framework aims to alleviate the psychological distress experienced by disabled migrants. For example, culturally sensitive counseling and psychoeducation empower immigrant parents raising children with disabilities, helping them navigate language barriers, economic strain, and societal stigma. The framework also addresses the social dimensions of marginalization and economic exploitation, advocating for equitable access to labor markets and social welfare benefits. Legal and policy reforms, coupled with targeted advocacy and community engagement, are vital to dismantling systemic barriers and creating inclusive environments that support full participation of disabled migrants and refugees. Educationally, the framework promotes inclusive education by advocating for policy changes, enhancing teacher training, and fostering community involvement. It underscores the necessity of integrating medical education to meet specific healthcare needs and raising disability awareness among healthcare providers. These efforts aim to ensure that disabled migrant children receive equitable educational opportunities and comprehensive support. All in all, this framework is intended to serve as a blueprint for policymakers, educators, healthcare providers, and community organizations, guiding them in creating supportive, inclusive environments for disabled migrants and refugees. By implementing the strategies outlined, stakeholders can collaboratively enhance mental health, social inclusion, and educational outcomes, thereby promoting resilience and empowerment within this vulnerable population.

Shepherd, Z. (2023). Inclusive and equitable education in postcolonial Caribbean. In M. H. Rioux, J. Viera, A. Buettgen, & E. Zubrow (Eds.), Handbook of disability: Critical thought and social change in a globalizing world [Springer Nature Reference: Living Ed.]. Singapore: Springer. DOI: https://doi.org/10.1007/978-981-16-1278-7_46-1

In a society riddled with the long-term economic effects of colonialism, access to inclusive and equitable education directly impacts that society’s ability to innovate and actively participate in the rapid unfolding of our globalized futures. The present-day Caribbean education model perpetuates systemic segregation which continues to place barriers on societal growth. As a region, the Caribbean has been in a period of rapid transformation for a while, where entire industries are changing, identity is in constant flux, and the role people play in the productivity of world affairs is increasingly questionable. Considering the many vulnerabilities that the region faces, Caribbean nations need to actively participate in creating a new kind of future for themselves.

Opportunity lies in the untapped potential of the creative economy, and thus the possibilities of redesigning education to better equip the youth to engage creative thinking in their lives is necessary. Centered in Barbados, this study aims to bridge the gap between the need for creativity in the economy and the lack of teaching adequate creative thinking methods in the school curriculum, by introducing a flexible way for teachers to explore implementing creative thinking methods in classrooms across a variety of subjects. The design of accessible and practical tools allows the shifting of critical consciousness of both teachers and students alike, to co-create more inclusive and robust local communities.

Shrodes, A. & Paré, D. (2022). Advancing equitable education with intersectional approaches in queer theory [Rapid Community Report Series]. Digital Promise and the International Society of the Learning Sciences. 

“Intersectional queer theory is an orienting frame assembling traditions of thought that consider gender and sexuality at the intersection of other identities and structures. We consider intersectional queer theory through scholarship on queer of color critique, queer Indigenous and Two-Spirit theorizing, and queer disability studies. Using these frames, educators and researchers can design and study learning environments that affirm learners across marginalized identities and examine how interlocking power structures (re)produce dominant and subordinate relations.”

Simpson, H. A. (2021). Forming strong cultural identities in an intersecting space of Indigeneity and autism in Canada, the United States, Australia, and New Zealand. AlterNative: An International Journal of Indigenous Peoples, 17(3), 416–424. DOI: https://doi.org/10.1177/11771801211039274

Through its hegemonic ideologies, colonialism and its constituent underpinnings of religious and racial superiority, necessitates the erasure of the cultural identity of people outside the dominant Euro-Western culture and as non-normative groups, Indigenous Peoples and autistic people disabled per colonized paradigms, experience oppression, and subjugation harmful to self-identity and mental health. This article discusses culturally responsive interventions aimed at supporting strong cultural identity formation and safeguard Indigenous and autistic people from stigmatization, misrepresentation, and erasure of identity. Promising research uses Indigenous knowledges in education and arts programming to disrupt patterns of social injustice, exclusion, and cultural genocide while promote positive identity formation, pride, and resilience for Indigenous autistics. While Indigenous and autistic people exist globally, this article reviews literature from Canada, the United States, Australia, and New Zealand.

Simpson, H. A. (Stswecem’c Xget’tem First Nation, Secwépemc). (2023). Forming strong cultural identities in an intersecting space of Indigeneity and autism using participatory action research and digital storytelling. AlterNative: An International Journal of Indigenous Peoples, 19(4), 862-872. DOI: https://doi.org/10.1177/11771801231197838.

This research responds to the urgency to disrupt patterns of social injustice, exclusion, and cultural genocide while promoting positive identity formation, pride, and resilience for Indigenous autistics in the post-secondary education system. This study utilized a participatory action research approach positioning participants as collaborators with the research team. Data collection involved qualitative data derived from the transcripts of online sessions, participant digital stories, and a summative survey. Thematic analysis was used to identify emergent themes of individual and a collective narrative. Findings are presented as an original concept of the author called Thrivival: The Fire Within, comprising four themes: self-identity, time, balance, and community. This work contributes to a broader understanding and expressions of Indigenization, decolonization, equity, diversity, and inclusion in post-secondary teaching, learning, and policy to better support the identity and success of Indigenous autistic students and arguably, all students who experience intersectional discrimination within post-secondary education systems.

Sipuka, O., & Ngubane, S. A. (2022). Rethinking power and the complexities between critical disability studies and decoloniality in higher education. In M. H. Rioux, J. Viera, A. Buettgen, & E. Zubrow (Eds.), Handbook of disability: Critical thought and social change in a globalizing world [Springer Nature Reference: Living Ed.]. Singapore: Springer. DOI: https://doi.org/10.1007/978-981-16-1278-7_19-1

This chapter explores the intersecting facets of people with disabilities and open distance learning. It examines how the increased decolonization of higher education (HE) and experiences for students with disabilities in a South Africa university can be positively and negatively affected. We relate the biggest issues to the institutional level strategic support, personnel preparation and understanding, policy reflection and planning, inclusive programs, and student engagement. Above all, how disability inclusion drive change is reflected through decolonized Student Walk system that has been conceptualized can play a pivotal role in the education of students with disabilities. It found structural discrimination; staff and students alike poorly understood social injustices, suggesting there are more obstacles than opportunities for further decolonization in HE. The chapter suggests that several contradictory institutional support programs need to be decolonized and integrated within inclusive teaching and student support.

Slopek, C. (2021). Aboriginal speculations: Queer rhetoric, disability, and interspecies conviviality in The Interrogation of Ashala Wolf. In B. Burger, D. Kern, & L. Mattila (Eds.), Gender and Sexuality in Australian Speculative Fiction [Feature Issue]. Gender Forum, 81, 9-29.

The Anthropocene looms large in the 21st century, and queer and disabled people continue to be exposed to harassment and discrimination. What do these issues have in common, though? In Ambelin Kwaymullina’s speculative fiction novel The Interrogation of Ashala Wolf (2012), queer discourse collaborates with, promotes, and diversifies a non-anthropocentric world order, simultaneously implicating a dis/ability dialectic. This article brings together queer, disability, interspecies studies and literary analysis to explore how Kwaymullina’s young adult novel creates links between queerness and interspecies relations and how disability comes into play. The rhetoric used against children with so-called special abilities in the novel, who come to occupy the structural position of the queer in Kwaymullina’s narrative at the expense of those living with disabilities, as well as the role interspecies conviviality plays for future community construction are focal points of the article. For the latter part, in particular, this article draws on Aboriginal knowledge systems to explore how The Interrogation of Ashala Wolf weaves these marginalised epistemologies into literature and thus changes the field of speculative fiction.

Soldatic, K., & Fitts, M. (2021). The pedagogics of disability–Indigenous intersectionalities in the age of austerity. In B. Offord, C. Fleay, L. Hartley, Y. G.Woldeyes, & D. Chan, (Eds.), Activating cultural and social change: The pedagogies of human rights (pp. 60-74). London: Routledge. DOI: https://doi.org/10.4324/9781003042488-5.

“In this chapter, we explore the important pedagogic opportunities afforded through interrogating the role of disability rights in the lives of Indigenous peoples subjected to settler-colonial regimes of power. It is well established and documented within the United Nations that Indigenous peoples within settler-colonial regimes experience some of the highest rates of disability and chronic illness (UNDESA 2019). Yet, there has been limited pedagogic consideration of the possible importance of disability rights in promoting, protecting and securing the rights of Indigenous peoples and communities in the settler-colonial context. Core questions, such as what does disability teach us about settler-colonial relationships of racialised power, what role does disability and disablement play in Indigenous dispossession in settler-colonial regimes, and how does the state denial of disability social and economic rights further Indigenous people’s oppression, are critical if we are to fully identify, challenge and disrupt the uneven production and distribution of disability currently experienced by Indigenous peoples. In this chapter, we explore these very questions through examining the central role of disability and its pedagogic relations of power in the material realisation of social and economic rights in the lives of Indigenous carers who also live with their own disability. As we illustrate in this chapter, through a critical engagement with disability rights, we are presented rich and nuanced pedagogical moments and opportunities, to support Indigenous peoples claims for rights and recognition within settler-colonial contexts, alongside challenging settler-colonial racialised structures of ableism with the onset of austerity as policy orthodoxy” (p. 60).

Soldatic, K., & Gilroy, J. (2018). Intersecting Indigeneity, Colonisation and Disability [Special Issue]. Disability and the Global South, 5(2). 

“This special issue sought to open a space for critical debates and reflections on the issues and challenges of bringing together Indigeneity and disability as an intersecting identity. The overall aim was to question and challenge existing approaches to modern Western understandings of disability, how it is regulated, governed and experienced once the cultural identity of being Indigenous is positioned at the fore” (p. 1338). 

This special issue includes an editorial and the following articles: 

Springgay, S. (2021). Stitching language: Sounding voice in the art practice of Vanessa Dion Fletcher. In E. Chandler, K. Aubrecht, K., E. Ignagni, & C. Rice (Eds.), Cripistemologies of Disability Arts and Culture: Reflections on the Cripping the Arts Symposium [Special Issue]. Studies in Social Justice, 15(2). DOI: https://doi.org/10.26522/ssj.v15i2.2431.

This paper engages with the artistic practice and work of Vanessa Dion Fletcher (Potawatomi and Lenapé) from my perspective as a non-Indigenous academic and curator. Dion Fletcher and I have worked together over the past several years through discussions about her work, studio visits, and various events. In her art practice, Dion Fletcher uses porcupine quills and menstrual blood to inquire into a range of issues and concepts including Indigenous language revitalization, feminist Indigenous corporeality, Land as pedagogy, decolonization, and neurodiversity. In particular her work confronts the ways that Indigeneity, the queer and gendered body, and disability are rendered expendable. In this paper I engage with Dylan Robinson’s “sovereign sense”: a transcorporeal mode of perception that is affective, land-based, and formed through relations between human and non-humans. Dion Fletcher’s work makes palpable this sense of sovereignty through its unruly and mutating feltness. Further, her work makes visible feminist Indigenous artistic acts of resurgence alongside the frictions at the intersections of settler colonialism and disability. Following Karyn Recollet, I contend that Dion Fletcher’s work activates an Indigenous affective experience of futurity and creative intimacy that in turn imagines disability and Indigeneity as sites through which new pedagogical relations can be formed.

Taleyratne, J. (2021, August 3). First Nations women, disabilities, and family violence: An intersectional approach. One Woman Project Blog. Queensland, Australia.G

“Indigenous women with disabilities are identified as having experienced domestic violence at a much greater rate than the rest of the population (Cripps, Miller and Saxton-Barney, 2010). According to Aboriginal Justice Council (1999), 69% of assault cases against First Nations women are carried out by their spouse or partner. Compounding this issue, is that Indigenous women with disabilities experience additional barriers to the disclosure and seeking of help. While the statistics highlight a higher rate of Indigenous women with disabilities as victims of abuse, little is known about their experiences of violence and their access to services (Cripps, Miller and Saxton-Barney, 2010). This article will examine that although current policies are attempting to integrate and improve family violence (FV) services in Victoria, there is a lack of services that help to navigate the challenges Indigenous women with disabilities may face as victims of family violence. It will analyse the current family violence services, the impacts of discrimination through a critical disability lens, and the nuanced relationship between disability and gender-based violence.” 

Titchkosky, T., & De Welles, M. (2020). University managed minds: The colonial reproduction of students as mental health problems. Journal of Disability Studies in Education, 1(1-2), 35-63. https://doi.org/10.1163/25888803-bja10003.

This paper, informed by disability studies and de-colonial theory, examines the appearance of the counselling paradigm in the University of Toronto administrative archive. We begin from the assumption that an administrative treatment of the general student body as potentially disordered is a disabling orientation which makes student difficulties into individual problems to be managed through a mental health orientation. We show how this form of human resource management through the mental health regime is essentially tied to the “coloniality of power” as theorized by Mignolo. Such an analysis allows us to uncover the colonial machine from which the Modern University sprung as it remains hidden in place. We theorize how these mental health programs developed through the coloniality of our past are very much part of our present making the student body always potentially disabled and thus an administrative task to be governed while perpetuating Eurocentric ways of knowing, governing, and being.

Varas-Díaz, N., & Nevárez Araújo, D. (2024). Dis/abling narratives of indigenous bodies through decolonial metal music in Latin America. In J. H. Shadrack & K. Kahn-Harris  (Eds.), Heavy metal and disability: Crips, crowds, and cacophonies (pp. 140-161). Intellect Ltd. DOI: https://doi.org/10.1386/9781789389456_12.

Walsh, C., Puszka, S., Markham, F., Barney, J., Yap, M., & Dreise, T. (2023). Supporting Indigenous people with disability in contact with the justice system: A systematic scoping review. Disability & Society. DOI: https://doi.org/10.1080/09687599.2023.2215395.

The relationship between race, disability and criminality is complex and poorly understood. Scant information, and lack of action, exists on how to best keep Indigenous people with disability out of the justice system, and support this cohort while in the system. This systematic scoping review collates grey and peer-reviewed literature in Australia, Aotearoa (New Zealand), the United States and Canada, to gain insight into the current practices in place for justice-involved Indigenous people with disability, and list promising principles which may inform future practice. We identified 1,301 sources, and 19 of these met the inclusion criteria. Across these sources, nine key principles emerged: need for Indigenous designed, led and owned approaches; appropriately identify and respond to disability/needs; appropriate court models; appropriate diversionary options; therapeutic, trauma-informed, strengths-based and agency-building responses; facilitate connection to family, community and support networks; break down communication barriers; protect human rights; and provide post-release support.

Yellowhorse (Diné Nation), S. (2022). Disability and Indigenous resistance: Mapping value politics during the time of COVID-19. AlterNative: An International Journal of Indigenous Peoples,18(4), 605–612. DOI: https://doi.org/10.1177/11771801221123328

This article is about value politics and Indigenous resistance in the time of COVID-19. The effects of the pandemic on our global community have fuelled rhetoric of productivity—advancing collective lamentations of losing our normal lives within wider socio-political dialogue. This article examines how global responses to the COVID-19 pandemic amplified the visibility of settler-colonial histories in union with capitalist discourses to form value politics that impact Indigenous and disabled communities. Mapping wider social dialogue through time, I focus on current economy-based solutions in the call to return to a social normal at the risk of disabled communities. Such global responses are premised on capitalist logics of productivity and ableism which continue to disproportionately impact marginalised communities. By mapping rubrics of value within two settler nation states—the United States and Aotearoa New Zealand—I offer another rubric of value predicated on Diné (Navajo) practices of relationship and resistance.

Zaborskis, M. (2024). Queer childhoods: Institutional futures of indigeneity, race, and disability [Sexual Cultures]. New York: NYU Press.

Tracing the US’s investment in disciplining minoritarian sexualities since the late nineteenth century, Mary Zaborskis focuses on a ubiquitous but understudied figure: the queer child. Queer Childhoods examines the lived and literary experiences of children who attended reform schools, schools for the blind, African American industrial schools, and Native American boarding schools. In mapping the institutional terrain of queer childhoods in educational settings of the late nineteenth- and twentieth-century, the book offers an original archive of children’s sexual and embodied experiences.

Zaborskis argues that these boarding schools—designed to segregate racialized, criminalized, and disabled children from mainstream culture—produced new forms of childhood. These childhoods have secured American futures in which institutionalized children (and the adults they become) have not been considered full-fledged citizens or participants. By locating this queerness in state archives and institutions, Queer Childhoods exposes a queer social history entangled with genocide, eugenics, and racialized violence.

Ziarkowska, J. (2022). Cherishing the impaired land: Traditional knowledge and the Anthropocene in the poetry of Gwen Westerman. In M. Premoli & D. Carlson (Eds.), Indigeneity and the Anthropocene II [Special Issue]. Transmotion, 8(1). DOI: https://doi.org/10.22024/UniKent/03/tm.1007.

In the article I propose to read the work of Sisseton Wahpeton Oyate poet Gwen Westerman from the perspective of environmental humanities and disability studies. Following the insights of Heather Davis and Zoe Todd, I would like to indigenize the field by emphasizing the importance of traditional Indigenous knowledge in the responses to the effects of the Anthropocene. In Westerman’s poetry, the Anthropocene and the accompanying destruction of the environment begin with settler colonialism, which has more serious consequences than the ecological crisis: the loss of traditional lifestyles, foodways, and languages. If Westerman’s speakers believe in Indigenous survival, it can be found in the preservation of traditions and attention to/care for the land that is polluted, altered, and in pain. The emphasis on the need to return the land to the state of balance stands in sharp contrast with the way the discourse of capitalism describes the polluted environment as overexploited, useless, and “impaired.” As Sunaura Taylor has eloquently argued in her presentation “Disabled Ecologies: Living with Impaired Landscapes”, such a use of the “impaired” modifier demonstrates the extent to which Western preoccupation with and privileging of ableism – able bodies which are productive under capitalism – has penetrated thinking about damaged environments. Again, in Westerman’s work, “impairment” is an invitation to  a relationship with the land and its human, non-human, and inanimate beings. The condition of environmental change and pollution necessitates a new understanding of this relationship rather than its abandonment due to the capitalist logic of profit accumulation.