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Critical Play: Radical Game Design [Minkštas viršelis]

3.94/5 (167 ratings by Goodreads)
(Dartmouth College)
  • Formatas: Paperback / softback, 362 pages, aukštis x plotis x storis: 229x178x21 mm, weight: 544 g, 116 figures; 116 Illustrations
  • Serija: The MIT Press
  • Išleidimo metai: 08-Feb-2013
  • Leidėjas: MIT Press
  • ISBN-10: 0262518651
  • ISBN-13: 9780262518659
  • Formatas: Paperback / softback, 362 pages, aukštis x plotis x storis: 229x178x21 mm, weight: 544 g, 116 figures; 116 Illustrations
  • Serija: The MIT Press
  • Išleidimo metai: 08-Feb-2013
  • Leidėjas: MIT Press
  • ISBN-10: 0262518651
  • ISBN-13: 9780262518659

An examination of subversive games--games designed for political, aesthetic, andsocial critique.



For many players, games are entertainment, diversion, relaxation, fantasy. But whatif certain games were something more than this, providing not only outlets for entertainment but ameans for creative expression, instruments for conceptual thinking, or tools for social change? InCritical Play, artist and game designer Mary Flanagan examines alternative games-- games that challenge the accepted norms embedded within the gaming industry -- and argues thatgames designed by artists and activists are reshaping everyday game culture.

Flanagan provides a lively historical context for critical play throughtwentieth-century art movements, connecting subversive game design to subversive art: her examplesof "playing house" include Dadaist puppet shows and The Sims. She looksat artists' alternative computer-based games and explores games for change, considering the wayactivist concerns -- including worldwide poverty and AIDS -- can be incorporated into gamedesign.

Arguing that this kind of conscious practice -- which now constitutes theavant-garde of the computer game medium -- can inspire new working methods for designers, Flanaganoffers a model for designing that will encourage the subversion of popular gaming tropes through newstyles of game making, and proposes a theory of alternate game design that focuses on the reworkingof contemporary popular game practices.

Preface and Acknowledgments vi
1 Introduction to Critical Play
1(16)
2 Playing House
17(46)
3 Board Games
63(54)
4 Language Games
117(32)
5 Performative Games and Objects
149(40)
6 Artists' Locative Games
189(34)
7 Critical Computer Games
223(28)
8 Designing for Critical Play
251(12)
Notes 263(30)
Bibliography 293(26)
Index 319