Critical Play

Mary Flanagan

出版社

MIT Press

出版时间

2009-09-08

ISBN

9780262062688

评分

★★★★★
书籍介绍

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; 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.

用户评论
历史多于论述,观点甚少,而且对现代部分论述重在以现代艺术的激进创造角度而非其他日常性游戏的角度来写多少与他的论点相矛盾,如果说critical paly正是玩家在一种规训与家政化的游戏中也拥有着能够批判、流动、重写与打破现实意识形态与秩序的可能的话,那么艺术作品真的能够作为大众进行游戏的场域吗?他多大程度上是艺术家而非日常被规训的游戏者的游戏?而且觉得作者模糊了作为可能性与潜能的游戏与作为现实性批判的游戏,玩家在游戏中所实现的诸种可能性并不很可能的成为一种基于对现实秩序认识与反思的批判性颠覆手段,甚至我觉得作为可能性的游戏更多的仅仅是玩家在现实中被禁止或无法实现而在游戏中获得满足的僭越快感,这些都并不等同于critical play,而作者所默认的前提则是游戏的秩序与现实的秩序较好地相互通
翻了,问就是没看懂。
goood
艺术的玩家把玩也给褫夺罢了,日常的玩者们能「真的」在玩什么呢?
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