25 Books to Read Before You Die
 
 

Recently Viewed clear list


The Powell's Playlist | August 6, 2014

Graham Joyce: IMG The Powell’s Playlist: Graham Joyce



The Ghost in the Electric Blue Suit is set on the English coast in the hot summer of 1976, so the music in this playlist is pretty much all from the... Continue »
  1. $17.47 Sale Hardcover add to wish list

spacer
Qualifying orders ship free.
$19.95
New Trade Paper
Ships in 1 to 3 days
Add to Wishlist
Qty Store Section
1 Burnside - Bldg. 2 Popular Science- Computer Science
3 Remote Warehouse Multimedia- Virtual Reality
6 Remote Warehouse Software Engineering- Game Design

Critical Play: Radical Game Design

by

Critical Play: Radical Game Design Cover

 

Synopses & Reviews

Publisher Comments:

andlt;Pandgt;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 andlt;Iandgt;Critical Playandlt;/Iandgt;, 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. andlt;/Pandgt;andlt;Pandgt;Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of andquot;playing houseandquot; include Dadaist puppet shows and andlt;Iandgt;The Simsandlt;/Iandgt;. 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.andlt;/Pandgt;andlt;Pandgt;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.andlt;/Pandgt;

Synopsis:

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

Synopsis:

andlt;Pandgt;An examination of subversive games--games designed for political, aesthetic, and social critique.andlt;/Pandgt;

Synopsis:

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.

About the Author

Mary Flanagan, artist and game designer, is Founder and Director of Tiltfactor Laboratory and Sherman Fairchild Distinguished Professor of Digital Humanities at Dartmouth College. She is the coeditor (with Austin Booth) of Reload: Rethinking Women + Cyberculture (2002) and re:skin (2002), both published by the MIT Press.

Product Details

ISBN:
9780262518659
Subtitle:
Radical Game Design
Author:
Flanagan, Mary
Author:
Massachusetts Institute of Technology
Publisher:
The MIT Press
Location:
Cambridge
Subject:
Virtual Reality
Subject:
Software Engineering-Game Design
Copyright:
Edition Description:
Trade paper
Series:
Critical Play
Publication Date:
20130208
Binding:
Paperback
Grade Level:
from 17
Language:
English
Illustrations:
116 figures
Pages:
368
Dimensions:
9 x 7 x 0.75 in

Other books you might like

  1. Inclusive Housing: A Pattern Book:... New Trade Paper $39.95
  2. Pronoia Is the Antidote for...
    Used Trade Paper $9.50

Related Subjects

Computers and Internet » Multimedia » Virtual Reality
Computers and Internet » Software Engineering » Game Design
Health and Self-Help » Health and Medicine » General
Health and Self-Help » Health and Medicine » General Medicine
Hobbies, Crafts, and Leisure » Games » Video Games
Science and Mathematics » Featured Titles in Tech » New Arrivals
Science and Mathematics » Popular Science » Computer Science

Critical Play: Radical Game Design New Trade Paper
0 stars - 0 reviews
$19.95 In Stock
Product details 368 pages MIT Press (MA) - English 9780262518659 Reviews:
"Synopsis" by , An examination of subversive games--games designed for political, aesthetic, and social critique.
"Synopsis" by , andlt;Pandgt;An examination of subversive games--games designed for political, aesthetic, and social critique.andlt;/Pandgt;
"Synopsis" by , 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.

spacer
spacer
  • back to top
Follow us on...




Powell's City of Books is an independent bookstore in Portland, Oregon, that fills a whole city block with more than a million new, used, and out of print books. Shop those shelves — plus literally millions more books, DVDs, and gifts — here at Powells.com.