Critical Play: Radical Game Design (MIT Press)
Mary Flanagan
- 出版商: MIT
- 出版日期: 2013-02-08
- 售價: $1,500
- 貴賓價: 9.5 折 $1,425
- 語言: 英文
- 頁數: 362
- 裝訂: Paperback
- ISBN: 0262518651
- ISBN-13: 9780262518659
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相關分類:
遊戲設計 Game-design
海外代購書籍(需單獨結帳)
相關主題
商品描述
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. 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.
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.
商品描述(中文翻譯)
對於許多玩家來說,遊戲是娛樂、消遣、放鬆和幻想的方式。但如果某些遊戲不僅僅是這些,而是提供了創造性表達的途徑、概念思考的工具,或者是社會變革的手段呢?在《批判性遊戲》中,藝術家和遊戲設計師瑪麗·弗拉納根(Mary Flanagan)探討了另類遊戲——這些遊戲挑戰了遊戲行業中根深蒂固的規範——並主張由藝術家和活動家設計的遊戲正在重新塑造日常遊戲文化。
弗拉納根通過20世紀的藝術運動為批判性遊戲提供了生動的歷史背景,將顛覆性的遊戲設計與顛覆性的藝術聯繫在一起:她的“玩家家庭”的例子包括達達主義的木偶劇和《模擬市民》。她研究了藝術家的另類電腦遊戲,並探討了改變遊戲的遊戲,考慮了活動家關注的內容(包括全球貧困和愛滋病)如何被納入遊戲設計中。
弗拉納根主張,這種有意識的實踐現在已經成為電腦遊戲媒體的前衛,可以激發設計師的新工作方法。她提供了一種設計模型,鼓勵通過新的遊戲製作風格來顛覆流行的遊戲模式,並提出了一種關注對當代流行遊戲實踐進行改造的替代遊戲設計理論。