{
"$type": "site.standard.document",
"bskyPostRef": {
"cid": "bafyreifwuun624g3blv6yx7h5v24zql7fiucj3wglbflkusyjxmakg4lcq",
"uri": "at://did:plc:v2emuqgfecd5aehkbfeku5xw/app.bsky.feed.post/3mmrrxcrxf3x2"
},
"coverImage": {
"$type": "blob",
"ref": {
"$link": "bafkreiecdsmbrs2labmizwjkvafiopiwghk34yyepzpcqjxpswob65a27m"
},
"mimeType": "image/jpeg",
"size": 74727
},
"path": "/technology/video-games/video-games-were-cassandra-s-refuge-then-she-began-to-lose-her-sight-20260515-p5zx7y.html?ref=rss&utm_medium=rss&utm_source=rss_feed",
"publishedAt": "2026-05-26T20:00:00.000Z",
"site": "https://www.smh.com.au",
"tags": [
"Culture / Art & design"
],
"textContent": "Gaming has become a vital social tool, yet many people are unable to play the games. Swinburne researchers believe they have found a way to make them much more accessible.",
"title": "Video games were Cassandra’s refuge. Then she began to lose her sight"
}