Critical Play: Radical Game Design (MIT Press)
暫譯: 批判性遊戲:激進的遊戲設計 (麻省理工學院出版社)

Mary Flanagan

  • 出版商: MIT
  • 出版日期: 2013-02-08
  • 售價: $1,540
  • 貴賓價: 9.5$1,463
  • 語言: 英文
  • 頁數: 362
  • 裝訂: Paperback
  • ISBN: 0262518651
  • ISBN-13: 9780262518659
  • 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。但如果某些遊戲不僅僅是這些,而是提供了創意表達的出口、概念思考的工具或社會變革的手段呢?在《Critical Play》中,藝術家和遊戲設計師瑪麗·弗拉納根(Mary Flanagan)探討了替代性遊戲——那些挑戰遊戲產業內嵌的既定規範的遊戲——並主張由藝術家和活動家設計的遊戲正在重塑日常遊戲文化。

弗拉納根通過二十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起來:她的“玩家家酒”例子包括達達主義的木偶劇和《模擬市民》(The Sims)。她考察了藝術家的替代性電腦遊戲,並探索了變革遊戲,考慮到活動家關注的議題——包括全球貧困和艾滋病——如何融入遊戲設計中。

弗拉納根主張,這種有意識的實踐——如今構成了電腦遊戲媒介的前衛——可以激發設計師的新工作方法,並提供一個設計模型,鼓勵通過新的遊戲製作風格顛覆流行的遊戲主題,並提出一種替代遊戲設計的理論,專注於當代流行遊戲實踐的重新構思。