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An 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.
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Product details
Series: The MIT Press
Paperback: 362 pages
Publisher: The MIT Press (February 8, 2013)
Language: English
ISBN-10: 0262518651
ISBN-13: 978-0262518659
Product Dimensions:
7 x 0.8 x 9 inches
Shipping Weight: 1.2 pounds (View shipping rates and policies)
Average Customer Review:
4.0 out of 5 stars
6 customer reviews
Amazon Best Sellers Rank:
#739,644 in Books (See Top 100 in Books)
There are two things the book does exceptionally well. First, it provides an extraordinarily thorough and very entertaining history of how play has been used throughout history to critique, subvert, explore alternatives to dominant paradigms, etc. My favorite example of this is Flanagan's discussion of girls' play with dolls in the Victorian era. I had read before that doll play functions to socialize girls into the domestic roles they are expected to occupy as adults. What was entirely new to me is that girls would often use these dolls to play in ways that challenged conventions. On this topic and on others, Flanagan's research is excellent and her insights are revelatory.Flanagan also provides practical guidelines for designing play experiences that encourage critique and subversion. Without going into to detail, I will say that I found this part of the book particularly useful re: the practice of designing "serious" or issues-focused games.Highly recommended for game designers who are interested in working beyond the entertainment-focused mainstream, and also highly recommended for anyone with interest in the history of play.
A quite inspired book about “critical playâ€, showing connections between play and art, and stressing the eternal belief on disrupting routine and repetition in life. Reality isn’t enough for people who wish something more interesting and compelling, or alternative. Flanagan masters history of art profoundly, so she can select exemplars of disrupting projects, where play and art go together. She analyses videogames and similar simulations with great expertise, our most recent incursion in art and play. Very informative, analytically very well elaborated, epistemologically provocative.
Todo a sido perfecto. Ha llegado antes de lo previsto y en perfectas condiciones. No tengo ninguna queja, muy al contrario.
"Critical Play" is one of those rare books that uncovers a world you never knew existed yet has always lain right before your eyes. I'm a pretty avid gamer, but despite my years spent with mainstream commercial games, it's only recently that I've discovered the serious games movement and designers trying to use games to express big ideas. What I thought was a recent trend, however, Flanagan shows is actually a longstanding, vital tradition. Artists and activists have been using games to communicate social commentary and subvert accepted norms for hundreds of years in an amazing number of ways. "Critical Play" does this incredible job of weaving together games, game theory, art, and activism to show how play can be a vital tool for cultural development.The book is broken into eight chapters starting with a look at domestic play ranging from subversive dollhouses to players modding the Sims. Other chapters examine board games (apparently artists love chess, I had no idea) language games, and what I was most interested in, computer games. Because I'm somewhat familiar with serious games now, I recognized a number of the examples from the video games chapter. What I didn't know was that there are a number of contemporary artists working with games or making game-inspired pieces. The book concludes with a brief chapter that I wish were longer exploring methods of designing for critical play. While I won't be making a game any time soon, the final chapter helped me understand the game design process better, and I think has allowed me to better read the games I play now.I picked up this book because I wanted to deepen my understanding of serious games, but I think it can be appreciated by people from all different backgrounds. Whether you're into art history, social change, media theory, or a range of other topics, "Critical Play" offers a unique lens through which you can view historical events and trends and imagine future possibilities. It provides a plethora of ideas to play with, and the understanding that play can be quite serious. I can't recommend it enough.
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