ABSTRACT

This chapter looks at games with characters with physical disabilities and considers them in light of the previous discussion of behavioural and neurobiological research. While the games span a 40-year timeline beginning with HunchBack (1983), the analysis is presented in categories rather than in time sequence. The chapter discusses games as cosmetic, incidental, and authentic and looks at the most common disability represented in games, mobility, first. It goes on to discuss games that feature characters with physical disabilities more difficult to represent and less often represented (possibly but not necessarily correlational) such as blindness and deafness.