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Critical Play: Radical Game Design
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Mary Flanagan "Critical Play: Radical Game Design"
Sep 2009 | English | ISBN-13: 978-0-262-06268-8 | 363 Pages | PDF | 5.91 MB
Sep 2009 | English | ISBN-13: 978-0-262-06268-8 | 363 Pages | PDF | 5.91 MB
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; her discussion of language play includes puns, palindromes, Yoko Ono's Instruction Paintings, and Jenny Holzer's messages in LED. Flanagan also looks at artists' alternative computer-based games, examining projects from Persuasive Games and Gonazalo Frasca and other games created through the use of interventionist strategies in the design process. And she explores games for change, considering the way activist concerns—among them Darfur, 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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