Critical Play : Radical Game Design by Mary Flanagan (2013, Trade Paperback)

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About this product

Product Identifiers

PublisherMIT Press
ISBN-100262518651
ISBN-139780262518659
eBay Product ID (ePID)143623389

Product Key Features

Number of Pages362 Pages
LanguageEnglish
Publication NameCritical Play : Radical Game Design
SubjectProgramming / Games, General, Video & Electronic, Virtual Worlds
Publication Year2013
TypeTextbook
Subject AreaArt, Computers, Games & Activities
AuthorMary Flanagan
FormatTrade Paperback

Dimensions

Item Height0.9 in
Item Weight19.4 Oz
Item Length9.1 in
Item Width7.1 in

Additional Product Features

Intended AudienceTrade
Reviews...Flanagan has equipped students and practitioners of game design with a generous multi-functional tool, to instruct and inspire., "...Flanagan has equipped students and practitioners of game design with a generous multi-functional tool, to instruct and inspire." -- Ragnhild Tronstad , Game Studies, "...Flanagan has equipped students and practitioners of game design with agenerous multi-functional tool, to instruct and inspire." -- Ragnhild Tronstad , Game Studies, ...Flanagan has equipped students and practitioners of game design with a generous multi-functional tool, to instruct and inspire.-- Ragnhild Tronstad , Game Studies --
Dewey Edition22
Grade FromCollege Graduate Student
IllustratedYes
Dewey Decimal794.8/1536
SynopsisAn examination of subversive games--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., 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.
LC Classification NumberGV1230.F53 2013

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