Tag Archives: digital worlds

(Re)making the human: A discussion of disability and impairment in virtual reality (paper, 2016)

Reeve, D. (2016) ‘(Re)making the human: A discussion of disability and impairment in virtual reality’, paper presented at Theorizing Normalcy and the Mundane, 6th International Conference, Manchester Metropolitan University, 25-26 July.


Online and video games have been criticised for consistently excluding (and overlooking) disabled gamers (Powers et al 2015). There have also been discussions of how disabled players present themselves as (non)disabled in these virtual worlds as well as the emotional/health benefits to the individual of making social contacts outside real life.

Drawing on the notion of Braidotti’s critical posthuman subjectivity (2013) I want to present my own experience of playing the quirky MMO game called Glitch which ended in 2012.In addition I have been working with an international group who are recreating the game as Eleven, a project supported by the use of Slack, a phenomenally successful workplace communication tool produced by the makers of Glitch.

I want to consider how participation changes for disabled people as they move from the real to the virtual. What does this journey enable and create? How do the meanings of ‘disability’ and ‘impairment’ change when one moves within digital spaces? These examples of ‘(re)making the human’ will be further discussed through an analysis of my personal experience of contributing to Eleven and using Slack, a software platform which incorporates ‘gamification’ at the possible expense of ‘includification’.