9780262518659-0262518651-Critical Play: Radical Game Design (Mit Press)

Critical Play: Radical Game Design (Mit Press)

ISBN-13: 9780262518659
ISBN-10: 0262518651
Edition: Illustrated
Author: Mary Flanagan
Publication date: 2013
Publisher: MIT Press
Format: Paperback 362 pages
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Book details

ISBN-13: 9780262518659
ISBN-10: 0262518651
Edition: Illustrated
Author: Mary Flanagan
Publication date: 2013
Publisher: MIT Press
Format: Paperback 362 pages

Summary

Critical Play: Radical Game Design (Mit Press) (ISBN-13: 9780262518659 and ISBN-10: 0262518651), written by authors Mary Flanagan, was published by MIT Press in 2013. With an overall rating of 4.3 stars, it's a notable title among other Game Design (Games & Strategy Guides, Game Programming, Programming, Internet & Social Media) books. You can easily purchase or rent Critical Play: Radical Game Design (Mit Press) (Paperback) from BooksRun, along with many other new and used Game Design books and textbooks. And, if you're looking to sell your copy, our current buyback offer is $1.

Description

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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