<b>An examination of subversive games--games designed for political, aesthetic, and social critique.</b><p>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 <i>Critical Play</i>, 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. </p><p>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 <i>The Sims</i>. 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.</p><p>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.</p>
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