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Critical Play: Radical Game Design ePub download

by Mary Flanagan

  • Author: Mary Flanagan
  • ISBN: 0262062682
  • ISBN13: 978-0262062688
  • ePub: 1982 kb | FB2: 1173 kb
  • Language: English
  • Category: Games & Strategy Guides
  • Publisher: The MIT Press; 49087th edition (August 7, 2009)
  • Pages: 368
  • Rating: 4.2/5
  • Votes: 620
  • Format: mbr azw docx doc
Critical Play: Radical Game Design ePub download

In Critical Play, Flanagan uncovers a secret history of games buried deep inside folk culture, experimental media, and the world of art. Critical Play should be required reading for anyone who cares about the cultural importance and future potential of games.

In Critical Play, Flanagan uncovers a secret history of games buried deep inside folk culture, experimental media, and the world of art. Eric Zimmerman, game designer and co-author of Rules of Play (Endorsement).

Goodreads helps you keep track of books you want to read. Start by marking Critical Play: Radical Game Design as Want to Read: Want to Read savin. ant to Read.

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 an. .

Established in 1962, the MIT Press is one of the largest and most distinguished university presses in the world and a leading publisher of books and journals at the intersection of science, technology, art, social science, and design.

Flanagan provides a lively historical context for critical play tury art movements, connecting subversive game design to subversive art: her examplesof "playing house" include Dadaist puppet shows and The Sims.

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. ISBN13:9780262518659.

Software architectural design is an abstraction expected to play a critical role in Software Engineering.

Many real-world problems can be formulated as AI planning and scheduling (P&S) problems, where resources must. Software architectural design is an abstraction expected to play a critical role in Software Engineering. However, the very nature of this high level abstraction can also pose difficulties with the understanding and analysis of the behavior of the system-to-be. This paper introduces the notion.

An examination of subversive games-games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. For many players, games are entertainment, diversion, relaxation, fantasy

Mary Flanagan is an artist, author, educator, and designer.

Mary Flanagan is an artist, author, educator, and designer.

The MIT Press Cambridge, Massachusetts London, England. 2009 Massachusetts Institute of Technology All rights reserved. Critical Play is the rst book to examine alternative games and use such games as models to propose a theory of avant-garde game designthat is, like alternative.

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.

Felolak
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.
Ironfire
A quite inspired book about “critical play”, 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.
Brakora
Todo a sido perfecto. Ha llegado antes de lo previsto y en perfectas condiciones. No tengo ninguna queja, muy al contrario.
Cordalas
"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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