Empowerment and Well-Being Through Participatory Action Research and Accessible Gaming: A Case Study With Adults With Intellectual Disability

Although the potential of games to foster learning, representation, empowerment, well-being, and social inclusion is already documented, some groups seem to remain underrepresented. In the field of disability, this potential is still immersed in a set of barriers and hindrances, arising from the lac...

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Main Authors: Carla Sousa, José Carlos Neves, Manuel José Damásio
Format: Article
Language:English
Published: Frontiers Media S.A. 2022-04-01
Series:Frontiers in Education
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/feduc.2022.879626/full
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author Carla Sousa
José Carlos Neves
Manuel José Damásio
author_facet Carla Sousa
José Carlos Neves
Manuel José Damásio
author_sort Carla Sousa
collection DOAJ
description Although the potential of games to foster learning, representation, empowerment, well-being, and social inclusion is already documented, some groups seem to remain underrepresented. In the field of disability, this potential is still immersed in a set of barriers and hindrances, arising from the lack of accessibility of this medium and the lack of representation of voices in research and development processes. This problem seems to be exponentiated in the field of Intellectual Disability (ID). The present study describes insights from a case study developed with 14 institutionalized adults with severe ID, with two complementary aims: (a) explore the effectiveness of a PAR gaming approach in the empowerment and well-being of adults with ID living in an institutional setting; and (b) explore the feasibility of promoting accessibility in games through PAR. The proposed intervention included the development of games by higher education students for these individuals, with their active participation in all phases – conceptual definition, game design, game development, and playtesting. A total of 38 playtesting sessions and 162 gaming sessions were conducted, where systematic observation grids were filled, and pre and post-process assessments were conducted, targeting variables related to empowerment and well-being. The obtained results sustain this type of action-research design as a feasible strategy to empower people with ID and foster their well-being, through games as a form of expression and not only therapy. It also reflects on accessibility improvement through the presence of underrepresented groups (people with ID particularly) in the media creation processes that can, per se, be considered a form of empowerment. These insights also open a discussion about a potential paradigm shift toward a social model of accessibility aligned with the current views on the field of disability studies. Future studies should replicate this methodology with larger samples and in a context not aligned with the pandemic isolation. Furthermore, PAR must also be explored from a more general perspective, as a strategy to promote accessibility and participation in other media and cultural products as a whole.
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spelling doaj.art-4f10dad0c7814016a502eb105b2caea72022-12-22T02:20:52ZengFrontiers Media S.A.Frontiers in Education2504-284X2022-04-01710.3389/feduc.2022.879626879626Empowerment and Well-Being Through Participatory Action Research and Accessible Gaming: A Case Study With Adults With Intellectual DisabilityCarla SousaJosé Carlos NevesManuel José DamásioAlthough the potential of games to foster learning, representation, empowerment, well-being, and social inclusion is already documented, some groups seem to remain underrepresented. In the field of disability, this potential is still immersed in a set of barriers and hindrances, arising from the lack of accessibility of this medium and the lack of representation of voices in research and development processes. This problem seems to be exponentiated in the field of Intellectual Disability (ID). The present study describes insights from a case study developed with 14 institutionalized adults with severe ID, with two complementary aims: (a) explore the effectiveness of a PAR gaming approach in the empowerment and well-being of adults with ID living in an institutional setting; and (b) explore the feasibility of promoting accessibility in games through PAR. The proposed intervention included the development of games by higher education students for these individuals, with their active participation in all phases – conceptual definition, game design, game development, and playtesting. A total of 38 playtesting sessions and 162 gaming sessions were conducted, where systematic observation grids were filled, and pre and post-process assessments were conducted, targeting variables related to empowerment and well-being. The obtained results sustain this type of action-research design as a feasible strategy to empower people with ID and foster their well-being, through games as a form of expression and not only therapy. It also reflects on accessibility improvement through the presence of underrepresented groups (people with ID particularly) in the media creation processes that can, per se, be considered a form of empowerment. These insights also open a discussion about a potential paradigm shift toward a social model of accessibility aligned with the current views on the field of disability studies. Future studies should replicate this methodology with larger samples and in a context not aligned with the pandemic isolation. Furthermore, PAR must also be explored from a more general perspective, as a strategy to promote accessibility and participation in other media and cultural products as a whole.https://www.frontiersin.org/articles/10.3389/feduc.2022.879626/fullintellectual disabilitygamingempowermentwell-beingaccessibilityparticipatory action research
spellingShingle Carla Sousa
José Carlos Neves
Manuel José Damásio
Empowerment and Well-Being Through Participatory Action Research and Accessible Gaming: A Case Study With Adults With Intellectual Disability
Frontiers in Education
intellectual disability
gaming
empowerment
well-being
accessibility
participatory action research
title Empowerment and Well-Being Through Participatory Action Research and Accessible Gaming: A Case Study With Adults With Intellectual Disability
title_full Empowerment and Well-Being Through Participatory Action Research and Accessible Gaming: A Case Study With Adults With Intellectual Disability
title_fullStr Empowerment and Well-Being Through Participatory Action Research and Accessible Gaming: A Case Study With Adults With Intellectual Disability
title_full_unstemmed Empowerment and Well-Being Through Participatory Action Research and Accessible Gaming: A Case Study With Adults With Intellectual Disability
title_short Empowerment and Well-Being Through Participatory Action Research and Accessible Gaming: A Case Study With Adults With Intellectual Disability
title_sort empowerment and well being through participatory action research and accessible gaming a case study with adults with intellectual disability
topic intellectual disability
gaming
empowerment
well-being
accessibility
participatory action research
url https://www.frontiersin.org/articles/10.3389/feduc.2022.879626/full
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AT manueljosedamasio empowermentandwellbeingthroughparticipatoryactionresearchandaccessiblegamingacasestudywithadultswithintellectualdisability