Mary Flanagan
Biographic Data
| ID | 4505002 |
|---|---|
| NAME | Mary Flanagan |
| GIVEN NAMES | Mary |
| FAMILY NAME | Flanagan |
| SIGNATURE | FLANAGAN M |
| AFFILIATIONS | Dartmouth College |
| ORCID | 0000-0002-7417-4842 |
| VERIFIED | Yes |
| TOTAL WORKS | 13 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 13 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2006 |
| LATEST PUBLICATION YEAR | 2023 |
| H-INDEX | 1 |
Playing Oppression: The Legacy of Conquest and Empire in Colonialist Board Games
A striking analysis of popular board games' roots in imperialist reasoning—and why the future of play depends on reckoning with it. Board games conjure up images of innocuously enriching entertainment: family game nights, childhood pastimes, cooperative board games centered around resource management and strategic play. Yet in Playing Oppression, Mary Flanagan and Mikael Jakobsson apply the incisive frameworks of postcolonial theory to a broad hi…
Using comics and tweets to raise awareness about gender biases in STEM
Obituaries can popularize science and health: Stephen Hawking and interest in cosmology and amyotrophic lateral sclerosis
The Effect of Gender on Attributions for Women’s Anxiety and Doubt in a Science Narrative
Although the effect of biases and stereotype threat on women in science, technology, engineering, and math (STEM) fields is well documented, less is known about how men and women attribute an undergraduate woman’s anxieties in a STEM class. We examined how undergraduate men and women perceive a woman facing emotional struggles in a physics class (Study 1, N = 309; Study 2, N = 271) and having her contributions ignored in an environmental science …
The impact of an “aha” moment on gender biases: Limited evidence for the efficacy of a game intervention that challenges gender assumptions
A psychologically “embedded” approach to designing games for prosocial causes
Prosocial games often utilize a direct, explicit approach to engage players with serious real-life scenarios and present information about key societal issues. This approach, however, may limit a game’s persuasive impact and ability to produce beneficial outcomes, particularly when the apparent aims of the game trigger players’ psychological defenses or reduce players’ potential engagement with – and enjoyment of – the game experience. In contras…
Values at Play in Digital Games
A theoretical and practical guide to integrating human values into the conception and design of digital games. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan an…
Critical Play: Radical Game Design
An examination of subversive games—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 alternat…
Critical play: Radical Game Design
Mobile Identities, Digital Stars, and Post-Cinematic Selves
Rethinking the F Word: A Review of Activist Art on the Internet
In an era when new technology and media increasingly infiltrate all facets of our lives, and progress on gender, racial, and other forms of equity appears excruciatingly slow, now seems a critical time to examine new and their potential value for feminist activism. Since its public emergence in the late 1980s, the internet has been simultaneously criticized as oppressive and heralded as empowering for different communities. In this review, we wil…
Feminist Activist Art, a Roundtable Forum, August 24?31, 2005
Mary Flanagan is a game designer, artist, and media theorist based in New York City who leads the Tiltfactor research group at Hunter College. Flanagan's artwork has been shown internationally at venues including the Whitney Museum of American Art, ACM SIGGRAPH (Association for Computing Machinery's Special Interest Group on Graphics and Interactive Techniques), Ars Electronica, the Moving Image Centre in Auckland, ARCO Madrid, and the Guggenheim…
Making games for social change
Making games for social change
Mobile Identities, Digital Stars, and Post-Cinematic Selves
Rethinking the F Word: A Review of Activist Art on the Internet
In an era when new technology and media increasingly infiltrate all facets of our lives, and progress on gender, racial, and other forms of equity appears excruciatingly slow, now seems a critical time to examine new and their potential value for feminist activism. Since its public emergence in the late 1980s, the internet has been simultaneously criticized as oppressive and heralded as empowering for different communities. In this review, we wil…
Feminist Activist Art, a Roundtable Forum, August 24?31, 2005
Mary Flanagan is a game designer, artist, and media theorist based in New York City who leads the Tiltfactor research group at Hunter College. Flanagan's artwork has been shown internationally at venues including the Whitney Museum of American Art, ACM SIGGRAPH (Association for Computing Machinery's Special Interest Group on Graphics and Interactive Techniques), Ars Electronica, the Moving Image Centre in Auckland, ARCO Madrid, and the Guggenheim…
Critical Play: Radical Game Design
An examination of subversive games—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 alternat…
Critical play: Radical Game Design
Values at Play in Digital Games
A theoretical and practical guide to integrating human values into the conception and design of digital games. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan an…
A psychologically “embedded” approach to designing games for prosocial causes
Prosocial games often utilize a direct, explicit approach to engage players with serious real-life scenarios and present information about key societal issues. This approach, however, may limit a game’s persuasive impact and ability to produce beneficial outcomes, particularly when the apparent aims of the game trigger players’ psychological defenses or reduce players’ potential engagement with – and enjoyment of – the game experience. In contras…
The Effect of Gender on Attributions for Women’s Anxiety and Doubt in a Science Narrative
Although the effect of biases and stereotype threat on women in science, technology, engineering, and math (STEM) fields is well documented, less is known about how men and women attribute an undergraduate woman’s anxieties in a STEM class. We examined how undergraduate men and women perceive a woman facing emotional struggles in a physics class (Study 1, N = 309; Study 2, N = 271) and having her contributions ignored in an environmental science …
The impact of an “aha” moment on gender biases: Limited evidence for the efficacy of a game intervention that challenges gender assumptions
Obituaries can popularize science and health: Stephen Hawking and interest in cosmology and amyotrophic lateral sclerosis
Using comics and tweets to raise awareness about gender biases in STEM
Playing Oppression: The Legacy of Conquest and Empire in Colonialist Board Games
A striking analysis of popular board games' roots in imperialist reasoning—and why the future of play depends on reckoning with it. Board games conjure up images of innocuously enriching entertainment: family game nights, childhood pastimes, cooperative board games centered around resource management and strategic play. Yet in Playing Oppression, Mary Flanagan and Mikael Jakobsson apply the incisive frameworks of postcolonial theory to a broad hi…
Sociology (7 works) · Psychology (6 works) · Computer Science (5 works) · Digital Games and Media (5 works) · Art (4 works) · Media studies (4 works) · Political science (4 works) · Social and Intergroup Psychology (3 works) · Social Psychology (3 works) · Aesthetics (2 works)