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Talking Blind: Disability, Access, and the Discursive Turn
1 references·4 citing·22 second hop
Talking Blind: Disability, Access, and the Discursive Turn (2013)Talking Blind: Disability, Access, and th…Modernity and the hegemony of vision (1993)Modernity and the hegemony of…Gamification of Digital Heritage as an Approach to Improving Museum and Art Gallery Engagement for Blind and Partially Sighted Visitors (2022)Gamification of Digital Herit…MusA (2021)MusAGamifying the Museological Experience. (2020)Gamifying the Museological Ex…Co-Creating an Integrative Framework to Enhance the Museum Experience of Blind and Visually Impaired Visitors (2020)Co-Creating an Integrative Fr…Data Analysis Strategies for Mixed-Method Evaluation Designs (1993)Understanding and Evaluating Qualitative Research (2002)Quantitative and Qualitative Research: Beyond the Debate (2008)Assistive Technologies in Museums for People With Visual Impairments (2021)MULTISENSORY APPROACH TO MUSEUM ACCESSIBILITY AND EXPERIENCE ENHANCEMENT (2024)Blindness, Art and Exclusion in Museums and Galleries (2003)From game design elements to gamefulness (2011)Accessibility of European museums to visitors with visual impairments (2016)Re-imagining the museum through “touch” (2015)Accessible museum collections for the visually impaired (2016)The Present and Future of Museum Accessibility for People with Visual Impairments (2018)A Gallery In My Hand: A Multi-Exhibition Investigation of Accessible and Inclusive Gallery Experiences for Blind and Low Vision Visitors (2023)Understanding Curators' Practices and Challenge of Making Exhibitions More Accessible for People with Visual Impairments (2023)Ethics of Artificial Intelligence for Cultural Heritage: Opportunities and Challenges (2024)Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers (2013)Demographic differences in perceived benefits from gamification (2014)A Bibliometric Analysis of Museum Visitors’ Experiences Research (2024)Contemporary Issues in Technology and Teacher Education (2025)Gamification for digital preservation awareness: Encouraging public engagement with digital archives through game design (2025)Psychological science in a postmodern context. (2001)Entrepreneurial Labor among Cultural Producers: “Cool” Jobs in “Hot” Industries (2005)From Mirroring to World‐Making: Research as Future Forming (2014)
this work references cited by second hop

References

  • 1993Modernity and the hegemony of vision227 cited

Cited by

  • 2021MusA24 cited
  • 2022Gamification of Digital Heritage as an Approach to Improving Museum and Art Gallery Engagement for Blind and Partially Sighted Visitors8 cited
  • 2020Co-Creating an Integrative Framework to Enhance the Museum Experience of Blind and Visually Impaired Visitors7 cited
  • 2020Gamifying the Museological Experience.2 cited

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