Tangible Worth in Virtual Worlds: Leveraging Video Games for Play, Empowerment, and Community

Video games have become a mainstream form of entertainment that are played regularly by many around the world, including a large number of youth with disabilities (YwD). Video games’ popular presence in our society has created exciting new opportunities for student learning that educators who work with YwD can leverage for both skill acquisition and increased social interactions. This is especially true given that screens have become one of the most consistent and accessible ways of maintaining human contact, despite physical distances, since the onset of the COVID-19 pandemic and the isolation that accompanied it. This paper is specifically focused on the video game play of transition-aged YwD, and the social skill, leisure play, and social connection benefits that exist for them when engaging in game play in virtual spaces. The benefits of including video game play in transition planning and recommendations for educators who wish to incorporate it into their practice are included.

Authors

Publication Details

Journal
The Journal of Special Education Apprenticeship
Published
2025-03-01
DOI
https://doi.org/10.58729/2167-3454.1214
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
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article

Tangible Worth in Virtual Worlds: Leveraging Video Games for Play, Empowerment, and Community

Louise M Yoho
1 citations
The Journal of Special Education Apprenticeship
Educational Games and Gamification
3.44
article

Tangible Worth in Virtual Worlds: Leveraging Video Games for Play, Empowerment, and Community

Louise M Yoho
article en
1 citations

Abstract

Video games have become a mainstream form of entertainment that are played regularly by many around the world, including a large number of youth with disabilities (YwD). Video games’ popular presence in our society has created exciting new opportunities for student learning that educators who work with YwD can leverage for both skill acquisition and increased social interactions. This is especially true given that screens have become one of the most consistent and accessible ways of maintaining human contact, despite physical distances, since the onset of the COVID-19 pandemic and the isolation that accompanied it. This paper is specifically focused on the video game play of transition-aged YwD, and the social skill, leisure play, and social connection benefits that exist for them when engaging in game play in virtual spaces. The benefits of including video game play in transition planning and recommendations for educators who wish to incorporate it into their practice are included.

The Journal of Special Education ApprenticeshipVol. 14(1)
Openalex Percentile: Top 11%
Educational Games and Gamification
3.44
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