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.
The emotional charge Surrealism extended to the objects of its encounter makes itself felt as at least philosophically erotic. This charged look determines the atmosphere around the Surrealist text and its encounters--in the world of art and the world it made into art. In this attempt to make sense of the way Surrealism sees, conceals, poses, and stares at its own self and the selves of others, the author examines the decors, games, portraits, transformations, and mirrorings that establish Surrealism's links to Baroque forms of representation.
Make art as modern artists do! A quirky collection of games and techniques inspired by modern art to encourage the creative impulse, from the creators of Mind Games and Psychobox. It is one of the great liberating ideas of modern art that everyone is a creative being capable of making art. But all too often a mechanical education stifles the creative impulse, induces anxiety, and represses the imagination. Making art is a form of play with techniques, rules, and strategies--and everyone can play! Art Rules! (And How to Break Them) liberates you to make art as modern artists do. You learn from the inside how modern art works and how to look at it, creatively, with new eyes. This box set answers the questions "what is modern art?" and "how does it work?" It is an education and an inspiration. There is nothing like it. Box set containing a 64-page booklet, "Modern Art: Inside Out," and 42 interactive cards that encourage you to try modern art techniques yourself--including collage, photographic games, picture poems, surrealist games, and more.
"Art cinema" has for over fifty years defined how audiences and critics imagine film outside Hollywood, but surprisingly little scholarly attention has been paid to the concept since the 1970s. And yet in the last thirty years art cinema has flourished worldwide. The emergence of East Asian and Latin American new waves, the reinvigoration of European film, the success of Iranian directors, and the rise of the film festival have transformed the landscape of world cinema. This book brings into focus art cinema's core internationalism, demonstrating its centrality to understanding film as a global phenomenon. The book reassesses the field of art cinema in light of recent scholarship on world film cultures. In addition to analysis of key regions and films, the essays cover topics including theories of the film image; industrial, aesthetic, and political histories; and art film's intersections with debates on genre, sexuality, new media forms, and postcolonial cultures. Global Art Cinema brings together a diverse group of scholars in a timely conversation that reaffirms the category of art cinema as relevant, provocative, and, in fact, fundamental to contemporary film studies.
"Mind Games" is a box of offbeat, quirky personality games that allows readers to playfully explore who they are, how they see themselves, and how others see them. Fun, engaging, and often hilarious, the tests can provoke self-reflection as well as mirth.