maryflanagan.com


UPCOMING
2011

Mid January / Exhibition with the Writing Machine Collective, Hong Kong

2010

October 8,9,10 / Speaking at Indiecade

September 6-7 / Trinity College Dublin

August 13-14/ Games for Girls WorkshopChicago

info{at}maryflanagan{dot}com

PAST
2010


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

2009

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

2008

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

2007

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

2006

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

2005

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

2004

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

2003

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

2002

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

2001

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

2000

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

An 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

Documented in video during her workshop at Games 4 Change conference in New York

Caught the 2008 SXSWi conference in Austin TX

In an artist’s talk at Columbia University, and

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

2009

I.D. The International Design Magazine /
October 2009

Slam Multimedia
(in German)  /

October 2009

Dartmouth Professor Creates Recession-Inspired Video Game. Wired Campus: Chronicle of Higher Education. /
March 2009

Games Magazine /
October 2009
Labeling Library Archives Is a Game at Dartmouth College by Marc Beja /
August 2009

2008

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

2007

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 Indycade 2007

2006

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
Entry posted in Blog 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

2005

neural.it  /  ineffable review
by Eleonora Calvelli

2003

Fine Art Forum  /  reload Review
by Linda Carolli

Syndey Morning Herald, Australia  /  Quite Contrary
by Jacqui Taffel

2002

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

2000

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

1999

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











For those living in present times, the promise of the ‘future city’ is imagined as a special place designed to eliminate social ills, provide care-free living, and induce happiness for all. Yet time and time again, the utopian visions of future thinkers are met with the mundane realities of living inside these ‘golden dreams.’ Ubiquitous computing is here, but it remains a controversial idea that could foster an all-knowing, Big Brother style society. The vision for new cities such as the constructed Songdo City include luxuries aimed at catering to citizen’s needs and whims as well as offering peace of mind. In this case, the world of the possible has much more of a draw than the world of the actual.

Songdo is not the first utopian city—Brasilia is one example, which at its completion in 1960 promised a utopian urban experience with almost no imperfections. Today, Brasiliense families manifest their rejections of utopian design by reasserting familiar values, conceptions, and conventions of urban life. Songdo, scheduled for completion in 2015, will likely function in a similar pattern.

It is not every day that a corporation has the carte blanche opportunity to design a city from the ground up. The developer is Gale International, and the technological infrastructural designer is Microsoft. Thus, the city is a corporate venture which not only privatizes public space, but private lives. Questions have been asked such as, “So will it be the sort of place where the authorities will know instantly if you don’t recycle your drinks can? “We will build in all this functionality,” answers Catherine Maras, Microsoft’s Director of Worldwide E-Government who is involved in the Songdo project. “Really it’s opt-in or opt-out. Whatever the citizens want to make their lives easier.”

In my work I explore the ways in which everyday experiences of technology reflect, or create, phenomenological experiences. Experiences with technology are interdependent and symbiotic, creating meaning in a mutual fashion. In making a PERFECT.CITY, I embody and perform the utopian visions of both urban space and notions of technological progress that are always bound to historic periods of innovation, where dreams pass into action and back again. Though these cycles are complex, the work minimizes the aesthetics to feature the beauty of the mundane: both on the programming side, and within the everyday life that a future utopia would present.

PERFECT.CITY is an installation consisting of a large double-sided video projection of SIMS machinima and live action.

On one side of the large hanging screen, I perform as a representative from Gale International and Microsoft and recreate the design process of the city backwards and forwards through time. As I research and plan, the video takes on a kind of documentary of the making and placing of digital files in the planning of Songdo city in The Sims 3. The video offers a time-lapse massive recording of the planning and construction of the virtual city in fast-forward on one wall. The performance of “speed coding” is also a part of this work as the constructed vantage point is shown in present, past, and future all together.

On the opposite projection field, extreme slow motion close-ups of corners and peasantries and perfectness of the fabled future city transform time relative to our everyday experiences. Each video runs a total of 23 minutes.

The scenes are blank, boring, and unimaginative. The future city is a sonambulist, unattached to no history, unless one looks to the site itself, a 1376-acre piece built on a landfill “about the size of midtown Manhattan.” Commonplace scenes such as people walking by and pointless pedestrians point to the weary, stale, and unprofitable experience of techno-utopianism. The video offers viewers a space within a space, a utopia that contains continuous, everyday interactions that point to the imagined space of a utopian planning endeavor as more real than the actual environment the planning process will create. This spectacle of idealistic delirium comments on the never-ending need for people to fail to see the amazing things around them and celebrate them. “To hear planner John B. Hynes tell it, the rise of New Songdo City will be as dramatic as the resurfacing of Atlantis” (Poire 2004).

The Machinima work calls into question the imagined, constructed nature of this and other simulations and cities, and the short time used in decision making and modeling, which results in perhaps oversimplified rulesets and interactions. The character’s dull interactions become one of many datapoints in the constructed city.



Hotels are places where we bring bits of our lives, exist for a while in their liminal space, and move on. Sometimes moving on means returning home. Or it may mean relocating to another city, entering into marriage or even passing into the afterlife. Such transitions take place at every motel.

Sleep in such places is a troubled, alien sleep, an unreal and in-between experience. We wake unsure where we are or whether we are still dreaming. The dual life of a traveler — the sometimes-mirrored relationship between waking and dreaming — is enduringly present; even registering for the ‘double’ room reminds the traveler of this fact. Moreover, each room tends to be almost identical, doubles of themselves in an endless chain.

[double] was a site specific video installation at The Timbers Motel in Eugene, Oregon, taking place on November 23, 2002. The viewer entered room 101 of the motel where a life-size image of a slumbering woman, in a long white sleeping gown, was projected directly on the surface of a motel bed. The woman tosses and turns restlessly while a man’s voice slowly whispers passages from Italo Calvino’s If On a Winter’s Night a Traveler. The installation examines the motel room as a site for parallel experiences between waking and sleeping life. The twin space of the sleeping woman’s restless physicality and her dream state conjures a duality between physical and virtual bodies and additional ‘doubling’ within the spaces, seen or imagined, throughout the motel.

Eugene Weekly
The Space Between Edges

November 2002
Preview by Irene Wu