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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.
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...
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"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...
An exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks. Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes—to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and playe...
Read about Mary's journey from breakdown to wellness emerging with greater clarity about who she is and, most importantly, what she is - Intuitive. Mary shares her journey and offers exercises for you to learn more about your intuition.
Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodi...