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Critical Play

Critical Play PDF Author: Mary Flanagan
Publisher: MIT Press
ISBN: 0262518651
Category : Computers
Languages : en
Pages : 363

Book Description
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 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.

Critical Play

Critical Play PDF Author: Mary Flanagan
Publisher: MIT Press
ISBN: 0262518651
Category : Computers
Languages : en
Pages : 363

Book Description
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 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.

Critical Play

Critical Play PDF Author: Mary Flanagan
Publisher: MIT Press
ISBN: 0262062682
Category : Art and popular culture
Languages : en
Pages : 363

Book Description
An examination of subversive games--games designed for political, aesthetic, and social critique.

Alt Kid Lit

Alt Kid Lit PDF Author: Kenneth B. Kidd
Publisher: Univ. Press of Mississippi
ISBN: 1496851048
Category : Literary Criticism
Languages : en
Pages : 201

Book Description
Contributions by Kristopher Alexander, Amanda K. Allen, Brianna Anderson, Catherine Burwell, Katharine Capshaw, Negin Dahya, Gabriel Duckels, Paige Gray, Gabrielle Atwood Halko, Natasha Hurley, Kenneth B. Kidd, Erica Law-Montes, Derritt Mason, Brandon Murakami, Tehmina Pirzada, Cristina Rhodes, Cristina Rivera, Jakob Rosendal, TreaAndrea M. Russworm, Vivek Shraya, Victoria Ford Smith, Joshua Whitehead, and Shuyin Yu How do we think about children’s and young adult literature? Children’s literature is often defined through audience, so what happens when children are drawn to and claim genres not built expressly “for” them? To what extent do canonical formations tend to overwrite or obscure less visible efforts to create and promote material for the young? These are the driving questions of Alt Kid Lit: What Children's Literature Might Be. Contributors to the volume offer theoretical meditations on the category of children’s and young adult literature as well as case studies of materials that complicate our understanding of such. Chapters attend to a diverse array of subjects including the “non-places” of children’s literature; child mediums; Black theater for children; children’s interpretive drawings; fanfiction; Latinx, Indigenous, and silkpunk speculative fiction; environmental zines; shōnen anime; Jim Henson's The Dark Crystal; South Asian television; and “emergency children’s literature.” The book also features interviews with two experimental writers about genre and alt-publishing and a roundtable conversation on video games and children’s digital engagements. Building on diverse approaches including queer theory and postcolonial studies, Alt Kid Lit shines light on materials, methodologies, and epistemologies that are sometimes underacknowledged in the field of children’s and young adult literature studies.

Sex Positivity and White-Sex Supremacy

Sex Positivity and White-Sex Supremacy PDF Author: Carole Clements
Publisher: Taylor & Francis
ISBN: 1000930750
Category : Psychology
Languages : en
Pages : 152

Book Description
This text critically examines, argues, and demonstrates how the sex-positive movement is complicit in the perpetuation of White Supremacy and anti-black bias in the field of human sexualities, offering white sexuality professionals embodied ethical antiracist strategies for sexual inclusion and transformational change. In a world where whiteness is considered the sexual and bodily norm, Carole Clements proposes that the sex-positive movement has failed to examine how it maintains White Supremacy through the guise of inclusivity, and how the lack of a critical understanding of what "sex-positive" means has caused harm to black, indigenous, and people of color (BIPOC) individuals and communities alike. Pivoting away from a sex-positive/sex-negative binary, this book establishes a sex-critical discourse by introducing and operationalizing the term "White-sex Supremacy" to produce a racially just and embodied sexual ethic. Chapters begin by looking at sexual science and its racial origins, recounting how both the science of sex and that of race strived for positivist legitimacy in the same historical moment. Moving from the social construction of racial and sexual hierarchies, chapters look at eugenics and sexology’s early "sex-positive" pioneers, such as Margaret Sanger and Havelock Ellis, before examining the establishment of a race-evasive yet distinctly white sexual normality reliant on sex-positive framing. It shows how sex positivity became a popularized term without a clear definition other than "good," and how the legacy of white fragility leads to complicit white silence and the erasure of Black sexualities. Theoretical, practical, and accessible, it offers tangible methods for white sexuality professionals and scholars to learn accompliceship (over allyship) to promote antiracist sexual justice activism. This book is essential reading for white sexuality professionals, including sex educators, sex therapists, marriage and family therapists, licensed professional counselors, psychotherapists, gynecologists, and nurses, who are committed to examining their whiteness in the context of their commitment to sex positivity.

Play and Democracy

Play and Democracy PDF Author: Alice Koubová
Publisher: Routledge
ISBN: 1000509915
Category : Sports & Recreation
Languages : en
Pages : 298

Book Description
This book explores the complex and multi-layered relationships between democracy and play, presenting important new theoretical and empirical research. It builds new paradigmatic bridges between philosophical enquiry and fields of application across the arts, political activism, children’s play, education and political science. Play and Democracy addresses four principal themes. Firstly, it explores how the relationship between play and democracy can be conceptualized and how it is mirrored in questions of normativity, ethics and political power. Secondly, it examines different aspects of play in urban spaces, such as activism, aesthetic experience, happenings, political carnivals and performances. Thirdly, it offers examples and analyses of how playful artistic performances can offer democratic resistance to dominant power. And finally, it considers the paradoxes of play in both developing democratic sensibilities and resisting power in education. These themes are explored and interrogated in chapters covering topics such as aesthetic practice, pedagogy, diverse forms of activism, and urban experience, where play and playfulness become arenas in which to create the possibility of democratic practice and change. Adding extra depth to our understanding of the significance of play as a political, cultural and social power, this book is fascinating reading for any serious student or researcher with an interest in play, philosophy, politics, sociology, arts, sport or education.

Send Me, I’ll Go

Send Me, I’ll Go PDF Author: Jake Taube
Publisher: CLC Publications
ISBN: 1619581833
Category : Religion
Languages : en
Pages : 196

Book Description
Send Me, I’ll Go challenges individuals and church communities to reevaluate their emphasis on proclamation ministry. Send Me examines the importance that Scripture, along with the early church’s emphasis upon Jesus’ charge to the disciples at the Great Commission, while discussing how our modern understanding can be better informed.

Thought-Provoking Play: Political Philosophies in Science Fictional Videogame Spaces from Japan

Thought-Provoking Play: Political Philosophies in Science Fictional Videogame Spaces from Japan PDF Author: Martin Roth
Publisher: Lulu.com
ISBN: 1387438808
Category : Performing Arts
Languages : en
Pages : 226

Book Description
This book considers videogames as spaces of political philosophy. Emerging from a negotiation between designers, player and computer, they prompt us to rethink life in common and imagine alternatives to the status quo. Several case studies on science fictional videogames from Japan serve to demonstrate this potential for thought-provoking play.

Politics of Play

Politics of Play PDF Author: Aggie Hirst
Publisher: Oxford University Press
ISBN: 0197629202
Category : Education
Languages : en
Pages : 361

Book Description
In the current century, games play a key role in many areas of our lives. Once thought frivolous and nerdy, videogames are now the leading global entertainment medium, and games are widely used in education, medicine, government...and war. Since 2014, the US government has directed the military to expand the use of wargames across their training, planning, and rehabilitation spheres. Combining original empirical data gathered at US military computer-assisted command post exercises (CPXs) and school-houses with a distinctive theory of immersive play, The Politics of Play offers a new critical analysis of the use of wargaming to produce soldiers in the digital age.

Avant-garde Videogames

Avant-garde Videogames PDF Author: Brian Schrank
Publisher: MIT Press
ISBN: 0262027143
Category : Games & Activities
Languages : en
Pages : 231

Book Description
An exploration of avant-garde games that builds upon the formal and political modes of contemporary and historical art movements. The avant-garde challenges or leads culture; it opens up or redefines art forms and our perception of the way the world works. In this book, Brian Schrank describes the ways that the avant-garde emerges through videogames. Just as impressionism or cubism created alternative ways of making and viewing paintings, Schrank argues, avant-garde videogames create alternate ways of making and playing games. A mainstream game channels players into a tightly closed circuit of play; an avant-garde game opens up that circuit, revealing (and reveling in) its own nature as a game. We can evaluate the avant-garde, Schrank argues, according to how it opens up the experience of games (formal art) or the experience of being in the world (political art). He shows that different artists use different strategies to achieve an avant-garde perspective. Some fixate on form, others on politics; some take radical positions, others more complicit ones. Schrank examines these strategies and the artists who deploy them, looking closely at four varieties of avant-garde games: radical formal, which breaks up the flow of the game so players can engage with its materiality, sensuality, and conventionality; radical political, which plays with art and politics as well as fictions and everyday life; complicit formal, which treats videogames as a resource (like any other art medium) for contemporary art; and complicit political, which uses populist methods to blend life, art, play, and reality—as in alternate reality games, which adapt Situationist strategies for a mass audience.

Aristophanes Plays: 1

Aristophanes Plays: 1 PDF Author: Aristophanes,
Publisher: A&C Black
ISBN: 1472503953
Category : Drama
Languages : en
Pages : 305

Book Description
Reissue of Aristophanes' most famous plays in the Methuen Classical Greek Dramatists series Aristophanes was a unique writer for the comic stage as well as one of the most revealing about the society for which he wrote.