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.
Les informations fournies dans la section « Synopsis » peuvent faire référence à une autre édition de ce titre.
Mary Flanagan is Sherman Fairchild Distinguished Professor in Digital Humanities, Director of the Tiltfactor game research laboratory, and Professor in the Department of Film and Media Studies at Dartmouth College. She is the author of Critical Play: Radical Game Design (MIT Press).
An examination of subversive games-games designed for political, aesthetic, and social critique.
Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.
Vendeur : World of Books (was SecondSale), Montgomery, IL, Etats-Unis
Paperback. Etat : Good. 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. N° de réf. du vendeur 00109993670
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Vendeur : World of Books Inc, Montgomery, IL, Etats-Unis
Paperback. Etat : Good. 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. N° de réf. du vendeur CIN0262518651G
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Vendeur : Dream Books Co., Denver, CO, Etats-Unis
Etat : acceptable. This copy has clearly been enjoyedâ"expect noticeable shelf wear and some minor creases to the cover. Binding is strong, and all pages are legible. May contain previous library markings or stamps. N° de réf. du vendeur DBV.0262518651.A
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Vendeur : HPB-Red, Dallas, TX, Etats-Unis
Paperback. Etat : Acceptable. Connecting readers with great books since 1972. Used textbooks may not include companion materials such as access codes, etc. May have condition issues including wear and notes/highlighting. We ship orders daily and Customer Service is our top priority! N° de réf. du vendeur S_437829708
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Vendeur : HPB-Red, Dallas, TX, Etats-Unis
Paperback. Etat : Good. Connecting readers with great books since 1972! Used textbooks may not include companion materials such as access codes, etc. May have some wear or writing/highlighting. We ship orders daily and Customer Service is our top priority! N° de réf. du vendeur S_478867583
Quantité disponible : 1 disponible(s)
Vendeur : World of Books (was SecondSale), Montgomery, IL, Etats-Unis
Paperback. Etat : Very Good. 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. N° de réf. du vendeur CIN0262518651VG
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Vendeur : WorldofBooks, Goring-By-Sea, WS, Royaume-Uni
Paperback. Etat : Very Good. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged. N° de réf. du vendeur GOR009884335
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Vendeur : MusicMagpie, Stockport, Royaume-Uni
Etat : Very Good. 1789728394. 9/18/2026 10:46:34 AM. N° de réf. du vendeur U9780262518659
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Vendeur : World of Books Inc, Montgomery, IL, Etats-Unis
Paperback. Etat : Very Good. 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. N° de réf. du vendeur CIN0262518651VG
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Vendeur : Montana Book Company, Fond du Lac, WI, Etats-Unis
Paperback. Etat : Near Fine. 353 pp. Tightly bound. Spine not compromised. Text is free of markings. No ownership markings. Remainder mark bottom fore-edge. This copy is near fine except for one remainder mark (small dot). N° de réf. du vendeur 084191
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