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Critical Play: Radical Game Design [Kietas viršelis]

3.94/5 (280 ratings by Goodreads)
(Dartmouth College)
  • Formatas: Hardback, 368 pages, aukštis x plotis x storis: 229x178x19 mm, weight: 749 g, 116 figures
  • Išleidimo metai: 01-Sep-2009
  • Leidėjas: MIT Press
  • ISBN-10: 0262062682
  • ISBN-13: 9780262062688
  • Formatas: Hardback, 368 pages, aukštis x plotis x storis: 229x178x19 mm, weight: 749 g, 116 figures
  • Išleidimo metai: 01-Sep-2009
  • Leidėjas: MIT Press
  • ISBN-10: 0262062682
  • ISBN-13: 9780262062688

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; her discussion of language play includes puns, palindromes, Yoko Ono's Instruction Paintings, and Jenny Holzer's messages in LED. Flanagan also looks at artists' alternative computer-based games, examining projects from Persuasive Games and Gonazalo Frasca and other games created through the use of interventionist strategies in the design process. And she explores games for change, considering the way activist concerns--among them Darfur, 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.



An examination of subversive games—games designed for political, aesthetic, and social critique.
Preface and Acknowledgments vi
Introduction to Critical Play
1(16)
Playing House
17(46)
Board Games
63(54)
Language Games
117(32)
Performative Games and Objects
149(40)
Artists' Locative Games
189(34)
Critical Computer Games
223(28)
Designing for Critical Play
251(12)
Notes 263(30)
Bibliography 293(26)
Index 319