Critical Play: Radical Game Design

Couverture
MIT Press, 7 août 2009 - 362 pages
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.
 

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
Index
319
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À propos de l'auteur (2009)

Mary Flanagan is Sherman Fairchild Distinguished Professor in Digital Humanities, Director of the Tiltfactor game research laboratory, and Professor in the Department of Film and Media Studies at Dartmouth College. She is the author of Critical Play: Radical Game Design (MIT Press).

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