Critical Play: Radical Game Design"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." -- BOOK PUBLISHER WEBSITE. |
Avis des internautes - Rédiger un commentaire
Aucun commentaire n'a été trouvé aux emplacements habituels.
Table des matières
1 Introduction to Critical Play | 1 |
2 Playing House | 17 |
3 Board Games | 63 |
4 Language Games | 117 |
5 Performative Games and Objects | 149 |
6 Artists Locative Games | 189 |
7 Critical Computer Games | 223 |
8 Designing for Critical Play | 251 |
Notes | 263 |
Bibliography | 293 |
319 | |
Autres éditions - Tout afficher
Expressions et termes fréquents
action activist activities American approach argues artists become board games body called century chance characters chess complete computer games concept contemporary continue created creative critical play critique culture Dada Darfur desire developed doll domestic early emerged engage environments examine example experience explore figure first Fluxus forms function game designers gender goal History human ideas images important interaction interest intervention involved issues language lived locative look means methods move movement narrative nature noted objects offer paintings participants particular performance pieces players political popular possible practices Press production projects questions reflect represent role rules scholars shift significant Sims situations social space street subversion Surrealist themes Theory tion traditional United University urban values Wandering Jew women writing York