Critical Play

Radical Game Design

No cover

Mary Flanagan: Critical Play (2009, MIT Press)

362 pages

English language

Published Nov. 8, 2009 by MIT Press.

ISBN:
978-0-262-25876-0
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5 stars (1 review)

4 editions

Review of 'Critical Play' on Goodreads

5 stars

1) "Around 2002, the year the first Sims game peaked in popularity, a significant shift in U.S. culture affected the balance between the physical and the virtual. Since the 1980s, there has been a growing U.S. trend to move to controllable spaces. The house has shifted from being a place of comfort to a site for defense. Unsurprisingly then, amid 1990s dot-com culture, The Sims embodied a period of great optimism, when a robust economy and low crime rates contributed to the utopian appeal of a new era. Software and hardware industries provided an almost mythic promise of a new, technology-infused lifestyle. Americans actively participated in both the consumption of household goods and virtual technologies.
The collapse of the dot-com bubble was followed by a period of unusual economic decline and instability due to fears generated by the idea of impending terrorist threats. In the United States, old city neighborhoods …

Subjects

  • Games
  • Popular culture

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