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DiGRA
This study examines how difabel (differently abled) gamers in Indonesia use digital games to construct disability discourses and identities, arguing that hegemonic non-disabled culture shapes both gaming environments and public narratives about disability. Grounded in disability studies and critical game studies, the research draws on micro-ethnography and narrative analysis of four purposively sampled participants, including members of E-Sports Ability Indonesia, a group formed to expand difabel access to gaming and competitive e-sports. The work's central thesis is that empowerment requires both inclusive game texts and inclusive actors, with difabel communities leading the process.
Across the participants, a shared adherence to the social model of disability emerges, with disability understood as produced by barriers rather than located solely in the body. Digital games functioned for these gamers as spaces of socialization, self-esteem building, and identity formation. Structural obstacles nonetheless persist, including exclusion from formal education, constrained employment opportunities, and media portrayals that commodify disability. Participants diverge in how they position disability as a collective identity: the members of E-Sports Ability Indonesia articulate a clear collective vision, goals, and code of conduct, while others adopt more individualized perspectives, some embracing and others downplaying disability as a shared category.
Despite these differences, all participants emphasize accessibility as a precondition for participation and insist that non-disabled people should serve as facilitators rather than overseers. The study finds that E-Sports Ability Indonesia's principal contribution has been introducing inclusive gaming environments, demonstrating how difabel-led initiatives can reshape community norms. The authors contend that identity and action among disabled gamers must originate from within their own communities, and that games designed by non-disabled developers, including those framed as serious games, may not capture the social and worldview-building functions that participants experience. Equality, on this account, requires non-disabled people to step back and allow difabel-led empowerment to proceed. As a qualitative study based on interviews with four participants, its findings are interpretive rather than statistically generalizable.
Extra Credits · 2026