An examination of subversive games—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.
The pandemic has put into motion connections between urban design and urban life, social wellbeing and critical play. In cities that have been built around car culture and increased productivity, being a pedestrian is a radical act.
For instance, after having his toughness called into question, NBA player Brian Grant was awarded redemption by SportsCenter because he showed that he is “not afraid to take it to Karl Malone.” SportsCenter also informed viewers that ...
In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games.
Utopic Dreams and Apocalyptic Fantasies invites us to examine critical questions about video game play, pleasure, and fantasy from a sociological perspective.
This is a theater whose legacy is still felt today: it was the launching pad for many leading contemporary theater artists, including Sam Shepard, Maria Irene Fornes, and others, and it was a pivotal influence on improv comedy and shows ...
Emphasizing creativity and humor, THINKING GAMES TO PLAY WITH YOUR CHILD is your guide to making the most of your time with your children, including : how to schedule the...
The debate between ludic (play) and narrative (story) paradigms remains the one that famously "never happened." This collection of new essays critically frames that debate and urges game scholars to consider it central to the field.
Performance: Aesthetics and Politics, The Routledge Handbook of Asian Theatre, New Modern Chinese Women and Gender ... on a Rainbow Shawl (Routledge, 2017), and the coedited Modern and Contemporary Black British Drama (Palgrave, 2014).
Video games are inherently transnational by virtue of industrial, textual, and player practices.
Drawing from political economy, cultural studies and technology studies, this book will be essential reading for researchers and students of media technologies and popular culture in Northeast Asia.