{"id":{"repo_id":"exeter","oai_identifier":"oai:figshare.com:article/31763662"},"canonical_url":"https://search.dev.ndltd.org/etd/exeter/oai:figshare.com:article/31763662","repository":{"repo_id":"exeter","name":"University of Exeter","base_url":"https://api.figshare.com/v2/oai"},"display":{"title":"From Ideology to Identity: Deconstructing Disabled Stereotypes in Video Games and Their Effects on Self-Identity","abstract":"Video games represent disabled characters via long-standing stereotypes found within literature, film and theatre, reinforcing biases that continue to shape perceptions today. This thesis examines the impact of these stereotypes through ideologies of stigma, centre and periphery and the concept of the identity schema. Through semi-structured interviews, this thesis examines five prominent disability stereotypes within selected games. The data collected was analysed using thematic coding and NVivo, revealing that these stereotypes persist and act to reinforce established hegemonic ideologies pertaining to disability. Additionally, the findings highlight the significant impact these representations have on the identities of disabled players, influencing how they perceive themselves and others. This research contributes to a deeper understanding of how media, specifically video games, continues to perpetuate stereotypes and the ways in which these representations can affect disabled individuals and how disability is understood. Furthermore, this research demonstrates a need for disabled representation within media which is constructed from lived experience and identity. This will enable a more diverse range of disabled experience to be represented within characters, allowing for the subversion of stereotyping and for more disabled individuals to connect with disabled characters.<p></p>","abstract_html":"Video games represent disabled characters via long-standing stereotypes found within literature, film and theatre, reinforcing biases that continue to shape perceptions today. This thesis examines the impact of these stereotypes through ideologies of stigma, centre and periphery and the concept of the identity schema. Through semi-structured interviews, this thesis examines five prominent disability stereotypes within selected games. The data collected was analysed using thematic coding and NVivo, revealing that these stereotypes persist and act to reinforce established hegemonic ideologies pertaining to disability. Additionally, the findings highlight the significant impact these representations have on the identities of disabled players, influencing how they perceive themselves and others. This research contributes to a deeper understanding of how media, specifically video games, continues to perpetuate stereotypes and the ways in which these representations can affect disabled individuals and how disability is understood. Furthermore, this research demonstrates a need for disabled representation within media which is constructed from lived experience and identity. This will enable a more diverse range of disabled experience to be represented within characters, allowing for the subversion of stereotyping and for more disabled individuals to connect with disabled characters.&lt;p&gt;&lt;/p&gt;","abstract_has_math":false,"creators":["Samantha Sully (21062486)"],"institution":null,"degree_name":null,"degree_level":null,"degree_discipline":null,"degree_department":null,"school":null,"contributors":[],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2026,"date_issued":"2026-03-11T00:00:00Z","date_published":"2026-03-11T00:00:00Z","updated_at":"2026-07-27T19:33:58Z","subjects":["Disability","Identity","Lived experience","Representation","Stereotyping","Stigma","Video games"],"languages":[],"rights":["All rights reserved","Open Access after 2027-03-16"],"rights_urls":[],"identifier_entries":[{"key":"dc:identifier","label":"Identifier","values":["10779/exe.31763662.v1"],"render_values":[{"text":"10779/exe.31763662.v1","href":null,"code":true}]}]},"links":{"outbound_url":null,"outbound_label":null,"outbound_source":null},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:creator","label":"Author","values":["Samantha Sully (21062486)"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date","label":"Dc Date","values":["2026-03-11T00:00:00Z"]},{"key":"dc:relation","label":"Dc Relation","values":["https://figshare.com/articles/thesis/From_Ideology_to_Identity_Deconstructing_Disabled_Stereotypes_in_Video_Games_and_Their_Effects_on_Self-Identity/31763662"]},{"key":"dc:type","label":"Dc Type","values":["Text","Thesis"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Disability","Identity","Lived experience","Representation","Stereotyping","Stigma","Video games"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:rights","label":"Dc Rights","values":["All rights reserved","Open Access after 2027-03-16"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier","label":"Identifier","values":["10779/exe.31763662.v1"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description","label":"Description","values":["Video games represent disabled characters via long-standing stereotypes found within literature, film and theatre, reinforcing biases that continue to shape perceptions today. This thesis examines the impact of these stereotypes through ideologies of stigma, centre and periphery and the concept of the identity schema. Through semi-structured interviews, this thesis examines five prominent disability stereotypes within selected games. The data collected was analysed using thematic coding and NVivo, revealing that these stereotypes persist and act to reinforce established hegemonic ideologies pertaining to disability. Additionally, the findings highlight the significant impact these representations have on the identities of disabled players, influencing how they perceive themselves and others. This research contributes to a deeper understanding of how media, specifically video games, continues to perpetuate stereotypes and the ways in which these representations can affect disabled individuals and how disability is understood. Furthermore, this research demonstrates a need for disabled representation within media which is constructed from lived experience and identity. This will enable a more diverse range of disabled experience to be represented within characters, allowing for the subversion of stereotyping and for more disabled individuals to connect with disabled characters.<p></p>"]},{"key":"dc:title","label":"Title","values":["From Ideology to Identity: Deconstructing Disabled Stereotypes in Video Games and Their Effects on Self-Identity"]}]}],"canonical_facts":{"dc:creator":["Samantha Sully (21062486)"],"dc:date":["2026-03-11T00:00:00Z"],"dc:description":["Video games represent disabled characters via long-standing stereotypes found within literature, film and theatre, reinforcing biases that continue to shape perceptions today. This thesis examines the impact of these stereotypes through ideologies of stigma, centre and periphery and the concept of the identity schema. Through semi-structured interviews, this thesis examines five prominent disability stereotypes within selected games. The data collected was analysed using thematic coding and NVivo, revealing that these stereotypes persist and act to reinforce established hegemonic ideologies pertaining to disability. Additionally, the findings highlight the significant impact these representations have on the identities of disabled players, influencing how they perceive themselves and others. This research contributes to a deeper understanding of how media, specifically video games, continues to perpetuate stereotypes and the ways in which these representations can affect disabled individuals and how disability is understood. Furthermore, this research demonstrates a need for disabled representation within media which is constructed from lived experience and identity. This will enable a more diverse range of disabled experience to be represented within characters, allowing for the subversion of stereotyping and for more disabled individuals to connect with disabled characters.<p></p>"],"dc:identifier":["10779/exe.31763662.v1"],"dc:relation":["https://figshare.com/articles/thesis/From_Ideology_to_Identity_Deconstructing_Disabled_Stereotypes_in_Video_Games_and_Their_Effects_on_Self-Identity/31763662"],"dc:rights":["All rights reserved","Open Access after 2027-03-16"],"dc:subject":["Disability","Identity","Lived experience","Representation","Stereotyping","Stigma","Video games"],"dc:title":["From Ideology to Identity: Deconstructing Disabled Stereotypes in Video Games and Their Effects on Self-Identity"],"dc:type":["Text","Thesis"]},"updated_at":"2026-07-27T19:33:58Z"}