creative career pushes the boundaries of medium and genre across writing, visual arts, science, and design. She works in the gallery space, but also invades commercial game design, pop culture, and academia with provocative ideas about authorship, politics, aesthetics and play. She has achieved acclaim for her novel interdisciplinary work that weaves a studio art practice with humanities research, creative writing, and scientific inquiry. She also founded & directs Tiltfactor.  [read more]



Featured Press

Business Innovation Factory write up on my work: Playing Games and Finding Our Humanity. by Maureen Tuthill

Leigh Alexander’s Gamasutra Article: Can games change minds?





Articles + Journalism + Fiction

Video game industry needs to be more gender inclusive - SFGate
Technology as a classroom distraction for students (essay) @insidehighered 2

Talks + Videos




2016 How the Internet Affects What (and How) We Read, by William Fenton, PCMAG 19 May

2016 Reading on a screen rather than paper may affect what you learn, study shows. ABC News Radio via WTOP 12 May 2016

2015 A Simple Card Game Designed To Rewrite Gender And Racial Stereotypes: The Neatest Thing? It’s Been Proven to Work. by Mark Wilson. Fast Company, 28 October.

2015 Tackling Social Engineering Through Play, by Ruth Graham. Boston Globe 31 May.

2015 Women Get in the Game, by Andrew Brownstein for the AAUW Spring/Summer.

2015 Tackling Social Engineering Through Play, by Ruth Graham. Boston Globe 31 May.

2014 Game Changer Feature Article in the Dartmouth Alumni Magazine by Jennifer Wulff.

Cited in a 2014 The Atlantic concerning board games and the rise of board game cafes in an article by Hannah Schank

Business Innovation Factory write up on my work: Playing Games and Finding Our Humanity, by Maureen Tuthill

Leigh Alexander’s Gamasutra Article: Can games change minds?

Michael May’s Studio 360 piece on NPR: Playing against the Virus.

Interview: Insert the poetic where we’d least expect it, about electronic writing and poetry by Eric Goddard-Scovel

Panel discussion, Beyond Play – Game Change: Society and Culture, part of “The Art of Video Games” exhibit at the Smithsonian

Gamasutra article on GDC 2012: Humor, meaning, cooperation and ambition: the microtalks

ARTnews 2011 piece on game-related art, featuring Flangan’s work and others

A 2011 video of talk at the STRP Festival, Symposium Playful Post Digital Culture

A 2011 video of talk at Next Level Conference in Köln, Germany

A radio interview for FM4, as part of the 2011 Salzburg Global Seminar, “Health and Healthcare Series III, Innovating for Value in Health Care Delivery: Better Cross-Border Learning, Smarter Adaptation and Adoption”

A 2011 video interview about the POX game

Rick Ganley’s 2011 NHPR Morning Edition interview with Flanagan on POX

Stephanie Clifford’s piece on the new Monopoly game from Hasbro in the New York Times.

A 2010 interview with Vermont television about Metadata games; also here

With E. Navas for a gallery show at CalIT2

In a Podcast with MIT for Critical Play

Speaking in podcast with the Brainy Gamer

Caught the 2008 SXSWi conference in Austin TX

In an artist’s talk at Columbia University

Glimpsed in a video about a nifty robot show she co-curated in 2004.

Shows + Events

Feb / “Critical Play and Embedded Design,” Carnegie Mellon

Feb / “Identity in Gaming,” Teacher’s College at Columbia University, Sexuality Women and Gender project and the Office of Diversity Affairs at Teachers College Feb

March / “Critical Games,” Berkeley Center for New Media’s History and Theory of New Media Lecture Series

March / “Teaching Analog Game Design,” Game Developer’s Conference (GDC) Education Summit Panel, March

March / “Who owns What and Why: Faculty and Student IP,” Game Developer’s Conference (GDC) Education Summit Panel, March

April / “Critical Play as an Art History Framework, “ In and Out of Art History: The Video Game Conundrum. Association of Art History, Association of Art Historians, Edinburgh April

June / Keynote, “Connected Play,” Oxford Internet Institute’s Connected Life conference Oxford

November / Exhibition of Bombscotch, Handwerker Gallery, Ithaca College in Ithaca, NY from Oct 1, 2015 – Nov 6, 2015


February / “Games as a Medium,” ‘Games and Gambits in Contemporary Art’ Panel, College Art Association NYC February

February / “Diversity in Audience, Diversity in Creators,” IndieCade East Festival, American Museum of the Moving Image 15 Feb 2015

May / Keynote, “Creating a #CrowdCON,” Engaging the Public: Best Practices for Crowdsourcing Across the Disciplines. University of Maryland 6-8 May.

November / Exhibition Media Arts Dortmund Germany

February / Keynote, CSCW, Baltimore

February / Keynote, “Playing with your Metadata,” WebWise, Institute of Museum and Library Services (IMLS) Innovation Conference, Baltimore February

March /  “How to Think,” Panel, Game Developer’s Conference: Education Summit, San Francisco March

March / “Teaching Games with Games: Eight Exercises in Play,” Panel, Game Developer’s Conference: Education Summit, San Francisco March

April / Keynote, RE:Humanities14: Play, Power, Production #rehum14

April / “Games and Gender-Based Violence,” Games for Change NYC April

July / Exhibition,  Tate Britian, Play Your Place: Play South Westminster (Public Art Video Game in collaboration with Ruth Catlow as Local Play UK)


Aug / Exhibition, FILE Machinima  São Paulo [borders] series

November / “Freedom at Play in Digital Games,” Philosophy of Computer Games 2014 Istanbul 13-15

November / Exhibition Media Arts Dortmund Germany

October / Liguria Study Center Italy

October / Machinigglitch, ARCADE, Festival Gamerz, Aix on Provence France

September / Business Innovation Factory Providence

July / The Games of Art, Brisbane Australia

July / Keynote, NSF Social CoCS PI MTG Seattle

June / ZKM_Gameplay Exhibition, ZKM | Center for Art and Media;[giantJoystick] (Interactive Sculpture)

[pile of secrets] (Video Installation); [domestic] (3D Computer Game Artwork) Karlsruhe Germany 2013-2015

June / Workshop on Stereotypes and Biases, Games, Learning and Society Madison WI

March / “Game Design Curriculum Deathmatch,” Game Developer’s Conference, Education Summit

Jan / “Playful Aesthetics,” Video Games Panel, Modern Language Assn Annual Convention Boston

Nov / Salzburg Global Seminar Faculty, Right to Health & Health Systems, Salzburg Austria

Nov / White House Office of Science and Technology Policy (OSTP), Academic Consortium on Games for Impact, Washington DC, US

Oct – Nov [borders]/ World Wild Web Exhibition, London’s Furtherfield Gallery

4th October 2012 / Keynote, “Hippies, hackers, & Wargames,” INDIECADE, Culver City, CA

27th September 2012 / The 26th Annual Meeting of the Society for Literature, Science, and the Arts (SLSA), Milwaukee, WI

8th June 2012 / Keynote talk, “Playing Politics,” University of Westminster, London

17th May 2012 / Keynote talk, “Contemporary Art Forum: Critical Play—The Game as an Art Form,” MoMA, NYC

4th May 2012 / Symposium—Video Games: Beyond Play panel, in conjunction with “The Art of Video Games” exhibition, Smithsonian American Art Museum, Washington DC

27th April 2012 / “Art and Science,” Distinguished Lecture, Dept of Computer Science, Univ North Carolina, Charlotte

April 2012 / Talk at Georgia Tech, Atlanta, GA

9th March 2012 / Talk at UCSC, Santa Cruz, CA

5th – 9th March 2012 / Game Developer’s Conference Game Design Microtalks, San Francisco

27th February – 8th April 2012 / Exhibition of [borders] and [pile of secrets], Game Change: Videogames as Art Medium and Inspiration, Talk and Exhibition, PULSE Art and Technology Festival, Telfair Museums, Savannah, GA

12th February 2012 / “Poetry Reading” Barrow Street Press The Highlands NJ

5th February 2012 / Poetry Reading as part of New Directions in Digital Poetry Book Launch, The Bowery Poetry Club, NYC

8th – 22nd December 2011 / Exhibition of ongoing video series, [pile of secrets] and [domestic], Play Station Show, Postmasters Gallery, NYC

16th December 2011 / “Artists and AI” at the KillScreen Dialogues, The New Museum, NYC

18th – 27th November 2011 / STRP Festival, Symposium Playful Post Digital Culture, Talk
+ Exhibition of [pile of secrets], Eindhoven, The Netherlands

4th – 5th November 2011 / Next Level Conference, Talk and Exhibition of ongoing video series, [pile of secrets], Koln (Cologne), Germany

29th September 2011 / Game design workshop for Salzburg Global Seminar, “Health and Healthcare Series III, Innovating for Value in Health Care Delivery: Better Cross-Border Learning, Smarter Adaptation and Adoption”, Salzburg, Austria

12th – 15th August 2011 / 3G Summit, The 3G Public Forum and workshop, Columbia College, Chicago, IL

26th July 2011 / Talk, Critical Play: Fluxus and the Art of Interaction
 in conjunction with Fluxus and the Essential Questions of Life” exhibition, Hood Museum, Hanover, NH

23-25 May 2011 / Gaming as Gateway to Computing for Girls and Women, NCWIT Summit on Women and IT: practices and ideas to revolutionize computing, NYC

6th May 2011 / Metadata Games for Archives and Libraries,” American Council of Learned Societies, Washington DC May

2nd April 2011 /“Developing and Open Source Metadata Games System for Archives and Libraries,” New England Archivists, Brown U, Providence April

23 March 2011 / NHIP Conference Manchester, 7:30-4:30
Tiltfactor launches its New website, and new Immunization game!

7th – 8th March 2011 / University of Maryland
Digital Cultures and Creativity (http://dcc.umd.edu), Visit and Talks

4th – 5th March 2011 /Technologies of Meaning Conference
Johns Hopkins University and Maryland Institute College of Art
Exhibition of works in the [borders] series , Maryland Institute College of Art

3rd March 2011 (11:30am Thurs March 3) / Digital Media and Learning
Designing Learning Futures Conference, LA
Workshop: Real World Games (for Civic Action Platforms) with Susanna Ruiz, Benjamin Stokes

28th Feb – 2nd March 2011 / Game Developer’s Conference
Education Summit Panel, San Francisco
Building and Growing a Game Lab

16th February 2011 / Mary Flanagan Artists Talk
Bloomfield College, New Jersey.

14th February 2011 /“Relational Aesthetics + Mediation: Rule systems” Parsons MA in Media Studies program talk

12th February 2011 / Participant, Art/Technology Global Sample, a centennial panel at the College Art Association, curated by Mark Tribe and Chris Csikszentmihályi

30th January 2011 / Mary Flanagan Artists Talk
Writing Machine Collective Exhibition, Youth Square, Chai Wan Hong Kong

15th – 30th January 2011 / Exhibition of three works in the [borders] series
Computational Thinking in Existing Art Forms WMC_e4
(Writing Machine Collective) Youth Square, Chai Wan Hong Kong

15th – 23rd January 2011 / Thinktank
METAL culture, Southend on Sea UK
with Artist, Author, and Organizer Ruth Catlow, Furtherfield.org and Rachel Lichtenstein, Artist and Author

October 8,9,10 / Speaking at Indiecade

September 6-7 / Trinity College Dublin

August 13-14/ Games for Girls WorkshopChicago

May 24/ Games for Change Games 101 Workshop NYC, at Parsons/The New School

May 14 / Digital Humanities Symposium at Dartmouth College Hanover NH

June 7-9 / Trinity College Dublin

May 6-7 / Values in Design Workshop NYC, at NYU

April 12-16 / Keynote Speaker DIGITEL 2010 Taiwan, The IEEE 3rd International Conference on Digital Game and Intelligent Toy Enhanced Learning

March 14th / Keynote Speaker, Playing the City/Giocando la città, Modena Italia

November 16 / Montreal International Games Summit panel

November 2 /MIT Gambit Lab and in the Purple Blurb lecture series

November 3 / Hood Museum Gallery Talk, Hanover NH

August 2009 / Show of perfect.city
South Korea

May 27-29 / Games for Change

March 27-April 1 / I will be in Hong Kong giving a series of consultations and talks

March 23-27 / Game Developers Conference 2009

March / L.A. Alumni group talk

February 2009 / Talk at the Transart Institute

November / Talk at RISD

November / Talk at DIGRA NYC

October 30 – Nov 3 / Talk at Computer Space, Sophia Bulgaria

October 17 – 19 / Keynote at Future and Reality of Gaming

Sept 13 2008 / Massively Multiplayer Game Launch @ Conflux Festival

August / UC-Santa Clara Values in Design Workshop

July / Games, Learning and Society workshop

June / Games for Change NYC Panel

May / V2 Lab Talk, Rotterdam

April / Cornell Talk

March / Brooklyn Poly Panel

March / AERA Panel

February / GameLab Talk NYU

February / GDC Panel

January / Savannah Talk

January / Georgia Tech Talk

October / Cinekids talk, Amsterdam

October 4 / Beall Center exhibition with GrandTextAuto folks

September 24-28 / Presentation of “A Method For Discovering Issues Around Values in Digital Games” at Digital Games Research Association (DIGRA), Tokyo

September / Presentation of “Locating Play and Politics: Real World Games and Political Action” at The Digital Arts and Culture Conference, Perth Australia

July / Maine College of Art visiting artist

June / MacDowell Colony Residency, New Hampshire

April / Game Design Heuristics for Activist Games, Full Paper, CHI (Computer Human Interaction Conf.)

April / Women in Games Conference, UK

April / Artists Talk, Rutgers University

April / Heading in Different Directions, Emerging Terrain in Games and Simulation Symposium, RPI

April / Artists Talk, University of Wisconsin Milwaukee Film Program

March / Artists Talk, School of Visual Arts March

March / eVALUating Games, NYU Workshop, NYC

March / [giantJoystick] in Feedbach, [domestic] in Gameworld, Laboral Art Center Inaugeral Show, Asturias Spain

February / Feminist Visualities conference, Cornell University

January / Graduate Colloquium and Exhibition Talk, Georgia Institute of Technology January

December / Women Making Science: Problem, Progress, Power with The Feminist Press

June / panel organizer, “Trailblazers” at Games for Change conference, NYC

April-Maydistinguished visiting scholar at BTH Blekinge Institute of Technology, Sweden

April / Keynote Speaker, Code Conference Miami Ohio University

April / Artist’s presentation at the Neuberger Museum of Art

March / Serious Play presentation and Panel organizer, Serious Games Summit, GDC

March / Presentation at Living Game Worlds: Design Processes and the Future of Expressive Computing, Georgia Tech

January / American Folk Art Museum Panel, “I Taught Myself Everything I Know: Autodidacticism in New Media Art” organized by Mark Tribe, Brown U.,

December 2005 – 2006 / Residency, creative material group Portland Oregon

Speaker at College Art Association, Boston

Guest speaker at Columbia University, Women in Computing, NYC

The Virtual 2006: designing digital experience, Södertörn University, Stockholm

Nordic Games Conference, Malmo Sweden

exhibition of [giantJoystick] at HTTP gallery, London

Premier of collaborative work on Turbulence

Reading of e-texts in October

Artist’s Talk, Bowling Green State Univ. Ohio in conjunction with gallery installation

October / Microwave International Media Festival Exhibition, Hong Kong

September / AIGA Design conference

June 1-10 / Guest and Keynoter at ICT summer school, Stockholm

April / Juror for Southshore Arts Center TechArt II show, part of Cyberarts Boston

March / keynote speaker at U FL games conference

February / juror on the New York State Foundation for the Arts grant program

February / speaking at St. Louis Museum

February / showing [domestic] at ARCO in Milan

Residency in December at iPark, CT

UW-Milwaukee Film Program Colloquia inaugeral speaker for critical studies program

two papers given at DIGRA

conference in Vancouver

speaking about game design for girls at the Btween International Festival in the uk, http://www.btween.co.uk/

Co-curating an art and games show to coincide with digra spring 2005

visiting speaker/visiting critic this spring at Pace University, Parsons, Georgia Tech, MassArt, nd Stockton College in New Jersey

November / I’ve just been to UNIVERSITÉ PARIS IV-SORBONNE to give a paper called “Playculture: Work, Leisure, and the Digital Vernacular” at the Leisure and Liberty in North America conference

2003-2004 / I was an invited speaker at the Inter Society of Electronic Arts conference in Helsinki, University of Auckland (multiple engagements), Emerson college, Columbia University, The Art Institute of Chicago, MIT Media Lab, the Plaything Conference Keynote speaker in Sydney Australia, and the NY Law School. Upcoming engagements include University of Maine, St. Louis Center for Contemporary Art, the Steirischer Herbst festival in Austria, the British HCI conference, + the Sorbonne in Paris, among others.

October 2004 / showed work and speaking at the steirischer herbst festival in Graz Austria.

Sept 2004 / spoke at the University of Maine, “Code & Creativity IV Games: Making & Unmaking the World.”

August / Talk with collaborator ken perlin at InterSociety of Electronic Arts (ISEA) conference, Helsinki, “Cultural Softwares: Artistic Tools & DIY Networks;”

August / [ineffable] at siggraph

August / invited to BANFF canada new media summit/thinktank on mobile technologies

July / speaking at Teacher Institute for Contemporary Art at the Chicago Art Institute

June-July / [domestic] @GiganticArtSpace, NYC

June / National Womens Studies Assn conf panel

April / University of Auckland International Strategic Opportunities and Research Collaborations visit

Also article on subversive use of computer games going online at the New York Law School Review (peer reviewed journal) www.nyls.edu/lawreview

March 18 – May 16 / [phage] at the Guggenheim, Seeing Double show, panel discussion May 8th

March 24 / Presidential Roundtable, Gender and Computer Games

March 17 / Talk at Emerson College

Talk at Columbia’s Digital Media center

Visit to Mitch Resnick’s Lifelong Kindergargen program, MIT Media Lab

Plaything, Sydney Australia October – premiere of [domestic] game project

December / Artist’s talk, UC-Colorado Springs

November 4-6DiGRA Conference in Utrecht

May 19 – 23 / Showing work at the Digital Arts and Culture Conference, Melbourne

May 19 / [search] opening

May / Visiting Artist and Artist Presentation, State Library of Victoria, Melbourne, Australia

April 16-19 / “SIMple and Personal: Domestic Spaces and The Sims” Joint meeting of the Popular Culture and American Culture Associations, New Orleans

Feb 27 – Mar 1 / “[search]-ing” 9th Biennial Symposium for Arts and TechnologyAmmerman Center for Arts and Technology at Connecticut College

February 7 – 9 / INTERACTIVE FUTURES: New Stories, New Visions Victoria Independent Film and Video Festival – http://www.vifvf.com/ University of Victoria, British Columbia, Canada

The State of Play: Panel at NY Law School

Harvestworks Residency

NY Law School-Information Society Project at Yale Law School State of Play conf

Carbon Versus Silicon: Thinking Small/Thinking Fast Banff New Media Summit

December / Co-host at Melinda Rackham’s subtle.net

November 23 / 2002 [contamination] installation at MotelHaus, Eugene OR

November / Artist talk at U Washington

October 10 – 16 / [phage] at the Moving Image Center, Auckland

July – Aug / The Physics Room, New Zealand- Installation

May / Showed work + gave talk at Experimenting Arts and Sciences Conference, Aarhus Denmark

April / Showed work in “Northwest Documenta” in Salem OR showcasing Pacific NW contemporary art

February 7 – 9 / Gave a paper “The ‘Nature’ of Networks: Space and Place in the ‘Silicon Forest'” at the Nature and Progress: Interactions, Exclusions, Mutations Conference, University of Paris-Sorbonne

[remotion] Internet Artwork at CODEDOC, Whitney Artport

[search] Internet Artwork premiers “Mapping Transitions” exhibit, University of Colorado, Boulder

FutureScreen 2002 Sydney Australia – in the “all star data mappers” show

[collection] in the Whitney Biennial

Santa Cruz Art League showcases work in arts and technology show

Talk at the UAAC in Montreal in October about transgenic art and feminism

September / [rootings] premiering at turbulence.org website

August / Showed [collection] at The Banff Centre New Media Institute

April – July / Visiting Professor, Interactive Artist Computer Science + Information Engineering, National Taiwan University, No. 1 Sec. 4 Roosevelt Rd, TaipeiWork on multidisciplinary human-computer interface projects

March / “Artist’s Talk” Reina Sophia Museo Nacional Centro de Arte, Madrid

January 21 / [The Perpetual Bed] Stuttgart Filmwinter Special 3D exhibition, Stuttgart Germany

February 28-March 3 / College Art Association, “The Surreal, the Hyperreal, and the Virtually Real” Panel Participant

June – December / DIGITAL2000: International Competition and Exhibition New York and Philadelphia. The exhibition of the winning works will travel to the following venues: Central Fine Arts Gallery in SoHo, NYC, the Technology Gallery at The New York Hall of Science (NYHOS) (Sept.18-Nov.26), and Silicon Gallery in Philadelphia (Dec.1-31). Showing [phage]. Juror: John Ippolito, Guggenheim.

July 23-28 / Siggraph 2000 New Orleans

July 22-27 / work going to be at VRML show at Art Gallery at Siggraph 2000, New Orleans

August 2- 4 / Digital Arts & Culture Conference, Bergen Norway showing installation

21-24 February / ACM SIGGRAPH sponsored Web3D/VRML Symposium Monterey, CA, USA

VRML Art 2000 – VRML-ART 2000 shows important advances in the content and structure possible in the Web 3D medium. The works amplify a new wave of creative output by artists and designers, who have specialized on internet

February 21-24 / Web3D-VRML 2000 Monterey, CA, USA

April 14 – 15 / Urban Girls Conference, Buffalo NY

May 21-27 / 6th annual Computer Arts Festival, Maribor, Slovenia

Articles + Reviews

Tuthill, Maureen. Playing Games and Finding our Humanity.Business Innovation Factory, Sept 2013

Recchia, Gabriel. “Can games Change Minds?” Gamasutra, 30 June 2013

Alexander, Leigh. “How can games contain and convey values?” Gamasutra, 26 April 2013

May, Michael, “Playing against the Virus,” Studio 360 on NPR, 2013

Fandray, Dayton, “Gamification,” Alaska Airlines Magazine February edition, pp. pp. 90-152.

Goddard-Scovel, Eric. “’Insert the poetic where we least expect it’: An Interview with Mary Flanagan,” Sycamore Review Poetry Journal, January 2013

Ruiz, Susanna. “Interview: Mary Flanagan,” Civic Tripod: International Journal of Learning and Media.

Rocks, Sean. Radio Interview: Science and Games. RTE Radio1 Irish Radio, November 16, 2012.

Bonar, Aliya. “Participant Interview: Mary Flanagan.” Conflux Festival, October 2012.

Alexander, Leigh. GDC 2012: Humor, meaning, Cooperation and Ambition at Microtalks. Gamasutra, 8 March 2012

Langlois, Krista. “Valley Site Allies with Wikipedia.” The Valley News, 19 January 2012.

Investigator Spotlight, Dartmouth Now, 5 June 2012.

Dartmouth Mobile Research Lab on the Green this Summer, Dartmouth Now, 12 July 2012 http://now.dartmouth.edu/category/society-culture/

Miranda, Carolina A. Let the Games Begin: Artists are designing or adapting to video games to comment on politics, art, and games themselves.ARTnews, April 2011, pp. 79-85.

Plenda, Melanie. “POX: Play the game, save the people.” New Hampshire Union Leader, 8 April 2011, B1

HealthNewsDigest.com spreading the word on POX, “Game Developed at Dartmouth Helps Players Understand Infectious Disease Control.”

Ganley, Rick. “POX: The Board Game.” New Hampshire Public Radio Morning Edition, 4 April 2011.

Clifford, Stephanie. “No Dice, No Money, No Cheating. Are You Sure This Is Monopoly?” The New York Times, Business Section 15th Feb 2011.

Interview on Resonance FM, London Oct 27.

Jeffries, L.B. “Mary Flanagan’s ‘Critical Play.'” popmatters, August 10, 2010

Barber, Bonnie. “A Humanist Approach to Game Design.” Dartmouth Now, June 5, 2010

In 18 minutes, TEDx tackles issues, By Linday Brewer Published on Monday, April 19, 2010

Profs. discuss ‘digital humanities’, The Dartmouth, by Annie Jones, Monday, May 17 2010

Sullivan, Adam. “Can Videogames Help Kids?” (Metadata games) WCAX.com (Print and Video) 29 September 2009

FLYP / Move over Whitman, there’s a new poetry in town
by Chris Bravo & Lindsey Schneider

Nashua telegraph / New endowed humanities professor at Dartmouth has got game
by Dave Brooks

NotesOnGameDev / Mary Flanagan: Designer, Tiltfactor
by Beth A. Dillon

How Video Games Can Help in the Classroom, and in the World, Chronicle of Higher Education/ Mary Flanagan: Designer, Tiltfactor
by David Debolt

Concord Monitor / ‘Social activist’ with a joystick
by Martin Downs

El Comercio, Spain / Por fin, un museo del siglo XXI Part 1, Part 2
by Miguel Moran Gijon

Nueva Espana, Spain / El motor del la Ciudad de la Cultura se pone en marcha

El Mundo, Spain / La Laboral pone a Gijon en vanguardia
by Patricia Del Gallo

ABC, Spain / Gijon apuesta por el arte y la tecnologia con un pionero laboratorio de ideas
by Natividad Puldo

La Razon, Spain / Los videojuegos ganan la partida al arte
by J. Ors

La Voz de Asturias / Laboratorio para el arte
by Blanca A. Gutierrez

[giantJoystick] featured at IndieCade 2007

Mary Flanagan featured in “8 Bit”, a documentary film about art and video games

ABC News / Turning 8-bit Video Games Into Art (video)

We Make Money Not Art / [giantJoystick] review
by Regine

Make Magazine / [giantJoystick] Review

The Guardian UK / Giant Joystick on Exhibition in UK

GAMASUTRA / Event Wrap Up: Girls ‘N’ Games
by Beth A. Dillon

ineffable in New Media Art
by Mark Tribe (Editor), Reena Jana (Editor), Uta Grosenick (Editor)

Rhizome / A new Play-List
by Irene Wu

BBC Online / The Taking Part that counts!
by Ryan O’Riordan

Make Magazine Online / Giant Atari 2600 Joystick
by Phillip Torrone

Creative Europe / Game/Play
Entry posted by Gillian White

Aeropause / Giant Atari Joystick

Bernie DeKovan, Of Art and Fun / The Game/Play Blog
Posted by Pat Kane

Weird Gizmos / Top 5 Strangest Atari Gadgets
Posted by Tina

Gay Gamer / Joystick Envy

Resonance / Micro Clear Spot (radio)
15 min slot on Tuesday 15 September at 13.45

Haringey Gazette / week 31
National Newspaper Supplement

Guardian Guide North and London / Preview
by Robert Clark

National Art and Architecture Magazine
Saturday 29 July 2006

Blueprint Review
October 2006 issue

neural.it / ineffable review
by Eleonora Calvelli

Fine Art Forum / reload Review
by Linda Carolli

Syndey Morning Herald, Australia / Quite Contrary
by Jacqui Taffel

Newsweek / Are Museums Obsolete?
by Michael Rodgers

Eugene Weekly / The Space Between Edges
by Lois Wadsworth

k Reviews Archive / Reload: Rethinking Women + Cyberculture
Reviewed by Michael R. Mosher

Afterimage / Reloading Cyberfeminism. – Reload: Rethinking Women and Cyberculture – book review
by Katie Mondloch

The New York Times / Never Mind the Art Police, These Six Matter
by Holland Cotter

I Love You Virus Show / Virus Charms and Self-Creating Code
by Alessandro Ludovico

Looking for Art in All the Wrong Places
by Jon Ippolito & Joline Blais

The Montreal Gazette /
True Role Model in Cyberspace: University Professor invents Free Internet Game to Empower Young Girls.

By Kate Swoger
2nd November 2000

The Chronicle of Higher Education / Professor Creates a Web-Based Game for Girls
By Nina Willdorf

UB Today / Daring Digital Artist, Part 1 / Part 2
by Patrick Klinck





Cambridge: The MIT Press 2014

VALUES AT PLAY IN 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 and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book’s chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.

Values at Play in Digital Games is an invaluable toolbox for understanding the values embedded in existing games and for making new games that express the values we believe in. Jesper Juul, video game theorist; author of Half-Real and The Art of Failure

Values at Play in Digital Games gives the reader a powerful set of tools for examining the cultural, ethical, and political meanings of video games, and reminds us that a consideration of the values embodied in digital play is an integral part of the game design process.Richard Lemarchand, Associate Professor, University of Southern California; Lead Designer, Uncharted


Cambridge: The MIT Press 2009

book_criticalplayFor 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; her discussion of language play includes puns, palindromes, Yoko Ono’s Instruction Paintings, and Jenny Holzer’s messages in LED. Flanagan also looks at artists’ alternative computer-based games, examining projects from Persuasive Games and Gonazalo Frasca and other games created through the use of interventionist strategies in the design process. And she explores games for change, considering the way activist concerns—among them Darfur, 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.
Read the first chapter and see more at the MIT Press website.

In Critical Play, Flanagan uncovers a secret history of games buried deep inside folk culture, experimental media, and the world of art. Critical Play should be required reading for anyone who cares about the cultural importance and future potential of games.
Eric Zimmerman, game designer and co-author of Rules of Play

Mary Flanagan has written a marvelous book in Critical Play. As an artist and scholar, Flanagan examines play through sources that range from the Mexican Revolution of 1910 and Johan Huizinga to Marcel Duchamp and the often-overlooked Roger Caillois. Flanagan examines games and play from dollhouses to board games, from Alberto Giacometti to Fluxus, enabling us to see what it is that makes play critical. The core issue of the book is creating forms of play that ask important questions about human life. After a grand romp through the territory and history of play, Flanagan provides a crisp practical theory in her game design model. What a book! I’m ready to shake the dice and start again.
Ken Friedman, Professor, Dean, Faculty of Design Swinburne University of Technology, Australia


Mary Flanagan and Austin Booth, eds.
Cambridge: The  MIT Press 2006

book_reskinre:skin is a collection of fiction and theory engaging with issues that surround the technological manipulation of the body. From plastic surgery to fur implants, from illegal tattooing to skin grafts, the use of technology to alter the physical body is, for women writers, less a tool for empowerment than a means to construct alternative, multiple selves. Bodily boundaries are malleable, and bodily markers which distinguish bodies are reprogrammable. The pieces gathered reskin claim that the technologically mutable body is neither simply liberating nor limiting, but offers instead narratives of ways of living in, and adapting to, a technological culture.
Preview the table of contents, and see more at the MIT Press website.

reload: rethinking women + cyberculture.

Mary Flanagan and Austin Booth, eds.
Cambridge: The MIT Press 2002

book_reloadcoverThe co-edited collection reload is a volume which mixes
women’s cyberpunk fiction with theoretical investigations into
cybercultural aspects such as web communities, fan culture, subjectivity in computer games, cinematic representations of cyborgs, and artists’ technological projects. MIT Press website

Similitudini. Simboli. Simulacri:(SIMilarities, Symbols, Simulacra)

Matteo Bittanti and Mary Flanagan
Milan: Edizioni Unicopli, 2003

book_simscoverThis co-authored book, in Italian, explores domestic space, player experience, and the fan culture of The Sims

Selected Articles

Scholarship (more articles on game related research @ Tiltfactor.org)

Flanagan, M. and Kaufman, G. “Shifting Implicit Biases with Games using Psychology: The Embedded Design Approach. Diversifying Barbie and Mortal Kombat: Perspectives on Gender, Race, & Sexuality in Gaming, eds Yasmin Kafai, Gabriela Coleman, & Brendesha Tynes. (Forthcoming 2017, CMU/ETC).

Flanagan, Mary. “Gender and Gaming Theory.” Macmillan Interdisciplinary Handbooks: Gender, SPACE. Ed. Hedblad, Alan and Kooistra, Alja. (Forthcoming Macmillan Reference USA 2016-7).

Flanagan, M. “Critical Play and Responsible Design.” The Routledge Companion to Media Studies and Digital Humanities. Ed. Jentery Sayers. (Routledge 2016).

Flanagan, Mary. “An Alternate History of Wargaming.” Zones of Control. Pat Harrigan and Matthew Kirschenbaum, eds. (MIT Press 2016).

Flanagan, Mary. “Games as a Medium.” Debugging Game History: A Critical Lexicon. Eds. Raiforn Guins and Henry Lowood. (MIT Press 2016).

Flanagan, Mary. “Game Art.” Debugging Game History: A Critical Lexicon. Eds. Raiforn Guins and Henry Lowood. (MIT Press 2016).

Flanagan, Mary. “Critical Play: The Productive Paradox.” Blackwell Companion to Digital Art, ed. Christiane Paul (Blackwell/Wiley, 2016).

Flanagan, Mary. “The Ludification of Culture  & Playful Aesthetics.” Gameful World, Ed. S. Walz and Sebastian Deterding. Cambridge: MIT Press, 2015.

Kaufman, G., Flanagan, M.  “A Psychologically “Embedded” Approach to Designing Games for Prosocial Causes.” Accepted, Cyberpsychology: Journal of Psychosocial Research on Cyberspace, Special Issue on Videogames. (2015).

Kaufman, G., Flanagan, M., Seidman, M., & Wien, S. “RePlay Health: An experiential role-playing sport for modeling health care decisions, policies, and outcomes.”  Games for Health Journal 4(4) 2015.

Manzo, C., Kaufman, G., Punjasthitkul, S., and Flanagan, M. “By the People, For the People: Assessing Value of Crowdsourced, User-Generated Metadata,” Digital Humanities Quarterly 9(1) 2015.

Kaufman, G., Flanagan, M., and Seidman, M.  “Creating Stealth Game Interventions for Attitude and Behavior Change:  An ‘Embedded Design’ Model.” Proceedings of the Digital Games Research Association (DiGRA) 2015
Seidman, M., Flanagan, M., and Kaufman, G.  “Failed Games:  Lessons Learned from Promising but Problematic Game Prototypes in Designing for Diversity. Proceedings of the Digital Games Research Association (DiGRA) 2015

Kaufman, Geoff, Mary Flanagan, & Sukdith Punjasthitkul, “Comparing the Impact of ‘Emphasis Frames’ on Player Motivation and Performance in a Crowdsourcing Game,” Proceedings of Meaningful Play 2014

Kaufman, G. and Flanagan, M. “Lost in Translation:  Comparing the Impact of an Analog and Digital Version of a Public Health Game on Players’ Perceptions, Attitudes, and Cognitions.” Intnl Journal of Games & Computer Mediated Simulations 5(3) 2013

Flanagan, Mary. “The Bride Stripped Bare.” Reprinted in: Feminist and Queer Information Studies Reader, edited by Patrick Keilty and Rebecca Dean. Sacramento, CA: Litwin Books, 2013.

Flanagan, M., Seidman, M., Punjasthitkul, S., Kaufman, G. and Carini, P. “Citizen Archivists at Play: Game Design for  Gathering Metadata for Cultural Heritage Institutions.” Proceedings of DiGRA 2013 Atlanta Georgia.
Two Essays Translated to Spanish Download the e-book!
La novia desnudada hasta sus mismísimos datos: flujo de información + digicuerpos.
X0y1: #ensayos sobre género y ciberespacio__. Coordinadora Remedios Zafra, Traduce Natalia Pérez-Galdós. Madrid: Arte Género Ciberespacio, 2010, pp. 12-48.

Identidades móviles, estrellas digitales y yoes postcinemáticos.
X0y1: #ensayos sobre género y ciberespacio__.
Coordinadora Remedios Zafra, Traduce Natalia Pérez-Galdós. Madrid: Arte Género Ciberespacio, 2010, pp. 118 -136.

How games can help us access and understand cultural artifacts..
American Archivist 75(2), pp. 514-537, with Peter Carini, 2012.

Exploring the Creative Potential of Values Conscious Design: Students’ Experiences with the VAP Curriculum. Eludamos: Journal for Computer Game Culture, with Jonathan Belman, 2010.

Designing Games to Foster Empathy.
Cognitive Technology 14(2) 2009, with Jonathan Belman

Instructional Methods and Curricula for Values Conscious Design.
Loading: The Official Journal of the Canadian Games Studies Association3(4), with Jonathan Belman and Helen Nissenbaum 2009.

Play, Participation, and Art: Blurring the Edges.
Context Providers.
Margot Lovejoy, Christiane Paul, Victoria Vesna, eds. Bristol, UK: Intellect Press, 2010

An Appreciation on the Impact of the work of Sonia Landy Sheridan.
The Art of Sonia Landy Sheridan.
Hanover, NH: Hood Museum of Art, 2009, 37-42.

Anxiety, Openness, and Activist Games: A Case Study for Critical Play.
Proceedings of the Digital Games Research Association
with Anna Lotko, Uxbridge UK, 2009

Creating Critical Play
Artists Rethinking Games.
Eds Ruth Catlow, Marc Garrett, and Corrado Morgana. Liverpool: Liverpool University Press, 2010, 49-53.

A private correspondence to David Theurer: Written by H. P. Lovecraft, 12th January 1919, released by Mary D. Flanagan.
Well Played.
Ed. Drew Davidson. Pittsburgh: Carnegie Mellon/ ETC Press, 2009

The Sims: Suburban Utopias.
Space Time Play. Synergies Between Computer Games, Architecture and Urbanism
Eds. Friedrich von Borries, Walz, Steffen P. Walz, Mattias Böttger. Birkhauser Publishing, Basel Boston Berlin, 2007, 150-152.

RAPUNSEL: How a computer game designed based on educational theory can improve girls’ self-efficacy and self-esteem.
Proceedings of the American Educational Research Association
Plass, J. L, Goldman, R., Flanagan, M., Diamond, J., Dong, C., Looui, S., Hyuksoon Song, H., Rosalia, C. & Perlin, K. Chicago, April 2007

Locating Play and Politics: Real World Games and Political Action
Proceedings of the Digital Arts and Culture Conference
Perth Australia Dec 2007

A Game Design Methodology to Incorporate Social Activist Themes.
Proceedings of CHI 2007
with Helen Nissenbaum; New York, NY: ACM Press, 181 – 190

Rethinking the F Word: A Review of Activist Art on the Internet
National Women’s Studies Association Journal (Special Issue: Feminist Activist Art) Volume 19, Number 1 with Suyin Looui, Spring 2007, 181-200

Feminist Art Activist Roundtable
National Women’s Studies Association Journal (Special Issue: Feminist Activist Art)
Volume 19, Number 1, Spring 2007.

My Profile, Myself in Playculture
Exploring Digital Artefacts
Johan Bornebusch and Patrik Hernwall, Editors. M3 Publication, 2006, 20-29

Making Games for Social Change
AI & Society: The Journal of Human-Centered Systems
Springer London: Springer, 20(1), January 2006

The ‘Nature’ of Networks: Space and Place in the Silicon Forest
Nature et progrès : interactions, exclusions, mutations
Ed. Pierre Lagayette. Paris : Presses de l’Université. Paris-Sorbonne, 2006

New Design Methods for Activist Gaming
Proceedings from DiGRA 2005
Mary Flanagan, D.C. Howe, Helen Nissenbaum
16-20 June, Vancouver, BC, Canada

Troubling ‘Games for Girls’: Notes from the Edge of Game Design
Proceedings from DiGRA 2005
16-20 June, Vancouver, BC, Canada

Values at Play: Design Tradeoffs in Socially-Oriented Game Design
Proceedings of the CHI 2005 conference on Human factors in computing systems
with Howe and Nissenbaum, CHI 2005, 2-7 April, Portland, Oregon

Une Maison de Poupee Virtuelle Capitaliste? The Sims: Domesticite, Consommation, et Feminite
Consommations & Sociétés: Cahiers pluridisciplinaire sur la consommation et l’interculturel
Ed. Mélanie Roustan et Dominique Desjeux

The bride stripped bare to her Data: information flow and digibodies
Data Made Flesh
Thurtle et al. 2003

Next Level: Women’s Digital Activism through Gaming
Digital Media Revisited
Edited by Andrew Morrison, Gunnar Liestøl & Terje Rasmussen, Cambridge: MIT Press, 2003, 359 – 388

Developing Virtual Performance Spaces
American Puppetry
Ed. Phyllis T. Dircks. New York: Theatre Library Association, 2004

Hyperbodies, Hyperknowledge: Women in Games, Women in Cyberpunk, and Strategies of Resistance
reload: rethinking women + cyberculture
Cambridge: MIT Press, 2002, 425-454

navigable narratives: gender +narrative spatiality in virtual worlds
Art Journal
Vol 59 no. 3, Fall 2000, 74 – 85

Response to Celia Pearce: About Computer Gaming
First Person
Ed. Noah Wardrip-Fruin and Pat Harrigan. Cambridge: MIT Press

Mobile Identities, Digital Stars, & Post-Cinematic Selves
Wide Angle: Issue on Digitality & the Memory of Cinema
21:3, 1999

Digital Stars Are Here to Stay
convergence: the journal of research into new media technologies
Eds. Julia Knight + Alexis Weedon, University of Luton, Summer 1999. Print and Internet

Spatialized MagnoMemories
Culture Machine 3 – Virologies: Culture and Contamination
Eds. David Boothroyd and Gary Hall. 2001

Creative Writing


The Book of Jing I: Withholding Agent

The Book of Jing is the graphic novel series created with Jonathan Jay Lee.


Poems: “They Always Come”

“Death of My Dungeonmaster,” Barrow Street 2013-2014 Annual Issue

Poems: “And by taking your hand”


“The Secret of Nights and Days”

“Desire is Rarely Fulfilled”

“From One End of the Map to the Other,”  Fence 2015

Poem: “hoisting the lower saints” The Pinch 2012

Finalist, Bright Hill Press Book Prize, 2011

Poems: “enthroned on the seat that sees into all worlds” and

“the nature of judgment,” 2011 annual issue of Barrow Street

Poem: “something more remains mysterious,” MUDFISH 17 2011

Poems: “the abstract injunction”

“ministering a stream” and

“window” Saranac Review, Issue 6, Fall 2010.

Fiction: “A private correspondence to David Theurer: Written by H. P. Lovecraft, 12th January 1919, released by Mary D. Flanagan.” Well Played. Ed. D. Davidson. Pittsburgh: CMU/ETC Press 2009, 276-291

See: Tempest – Mary D. Flanagan | ETC Press

Poem: “the only point of rupture.” Open Windows III: An Anthology of Poetry, Fiction + Essays, ed.

Matthew Davis. Denver, CO: Ghost Road Press, 2008.

Runner Up, Iowa Review Award 2007

Poems: “ministering a flood (update with god I)” and

“ministering a tornado (update with god II),” Barrow Street December 2007

Poems: “a pure subjective commitment is possible,” and

“insubstantial stuff of pure being,” The Iowa Review December 2007

Poem: “Simple Prisoners,” Chronogram March 2007

Poem: “for Michel Heizer,” Chronogram January 2007

Op-Eds & Journalism

Journalism and Opinion
Flanagan, Mary and Hudson, Mary, “The Trouble with Whiteboard Interviews.” Concord Monitor 21 December 2015

“Egalitarian Entrepreneurship?” The Huffington Post. 24 March 2015

“Creative Solutions to Crises — Through Play.” The Huffington Post. 2014. http://www.huffingtonpost.com/mary-flanagan/crisis-solutions-found-in_b_5992492.html

HuffPost-2014-darkSideOf-Play“Violent Video Games Reveal the Dark Side of Play. The Huffington Post  2014. http://www.huffingtonpost.com/mary-flanagan/violent-video-games-revea_b_5638767.html?1406832273

“Don’t Demonize Video Games for Violence.” USA Today 2014. http://www.usatoday.com/story/opinion/2014/07/24/dont-demonize-video-games-for-violence-column/13127599/

ChicagoSunTimesRepublished in:
Chicago Sun Times 25 July 2014,
Wassau Daily Herald 26 July 2014,
My Central Jersey 26 July 2014;

Published as:
– “Video games much more than violent,” Guam Pacific Daily News 26 July 2014;
– “Video-game violence overblown,” The Daily Record California 26 July 2014

Technology as a classroom distraction for students (essay) @insidehighered 2“The Classroom as Arcade,” Inside Higher Education 2014 http://www.insidehighered.com/views/2014/06/06/technology-classroom-distraction-students-essay

ozyEssayCrowdsourcing“Expanding our Wikiverse: How You Can Save Libraries With Just a Few Clicks.” OZY.com, 27 May 2014 http://www.ozy.com/c-notes/curating-the-digital-humanities/31551.article

Video game industry needs to be more gender inclusive - SFGate“Video Game Industry Needs To Be More Gender Inclusive.” San Francisco Chronicle 2014 http://www.sfgate.com/default/article/Video-game-industry-needs-to-be-more-gender-5332149.php

“By 2020, Make the Game Industry 50/50.” Gamasutra 2014 http://www.gamasutra.com/blogs/MaryFlanaganPhD/20140318/213356/By_2020_make_the_game_industry_5050.php

“Why the Pinkification of Children’s Toys Hurts Women,” The Daily Beast  2014, http://www. thedailybeast.com/witw/articles/2014/02/26/why-the-pinkification-of-children-s-toys-hurts-women.html






[unnatural elements : avatar portraits]



[career moves]



[corporate ladder]





[from the ranks]
















[the perpetual bed]


[pile of secrets]









[she went back]