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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 c...
"In re:skin, scholars, essayists, and short stort writers offer their perspectives on skin--as boundary and surface, as metaphor and physical reality."--Dust jacket front flap.
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A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at...
In this delectable collection of stories that move sequentially through the ages of woman, dramatic twists surprise and unnerve the reader. From childhood violence to romantic ruin in a retirement home, mayhem and magic are never far away in this work. Deliciously conceived, highly flavored, and subtly blended, these stories are a feast for lovers of literature.
An anthology of feminist cyberfiction and theoretical and critical writings on gender and technoculture. Most writing on cyberculture is dominated by two almost mutually exclusive visions: the heroic image of the male outlaw hacker and the utopian myth of a gender-free cyberworld. Reload offers an alternative picture of cyberspace as a complex and contradictory place where there is oppression as well as liberation. It shows how cyberpunk's revolutionary claims conceal its ultimate conservatism on matters of class, gender, and race. The cyberfeminists writing here view cyberculture as a social experiment with an as-yet-unfulfilled potential to create new identities, relationships, and culture...
A young woman who had been raised in Boston marries a member of the Northwest Mounted Police and goes with him to live in the Canadian wilderness.
"In a novel that spans decades, continents, and lives, Mary Flanagan brilliantly re-creates working-class Catholic Maine in the 1950s, New York's Greenwich Village in the 1960s, expatriate life on a Greek Island in the 1970s, and London toward the end of that decade." "When Rose's mother dies and her adored father turns her over to stern, narrow-minded Aunt Bernie, Rose, brought up in the strict Catholic community of a small Maine factory town, feels that she must somehow deserve it, that it is for her own good - a conclusion she cannot shake even when, soon after college, she escapes to New York City's anarchic Bohemia." "Convinced that people who treat you well never teach you anything abo...