Critical Play

Critical Play
Author: Mary Flanagan
Publisher: MIT Press
Total Pages: 363
Release: 2013-02-08
Genre: Computers
ISBN: 0262518651


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An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.


Critical Play
Language: en
Pages: 363
Authors: Mary Flanagan
Categories: Computers
Type: BOOK - Published: 2013-02-08 - Publisher: MIT Press

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An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, dive
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Type: BOOK - Published: 2003-09-25 - Publisher: MIT Press

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Type: BOOK - Published: 2015-11-16 - Publisher: McFarland

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Since the emergence of digital game studies, a number of debates have engaged scholars. The debate between ludic (play) and narrative (story) paradigms remains
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Language: en
Pages: 244
Authors: Michael A. Messner
Categories: Social Science
Type: BOOK - Published: 2010-03-25 - Publisher: State University of New York Press

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Language: en
Pages: 272
Authors: N. Huntemann
Categories: Sports & Recreation
Type: BOOK - Published: 2016-01-26 - Publisher: Springer

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Video games are inherently transnational by virtue of industrial, textual, and player practices. The contributors touch upon nations not usually examined by gam