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
Mary Flanagan works as an artist, scientist, and humanist. Her groundbreaking explorations in these arenas represent an innovative use of methods, tools, and technologies to bind research with cultural production. Known for her theories on playculture, activist design, and critical play, Flanagan has achieved international acclaim for her novel interdisciplinary work, her commitment to a theory/practice dialogue, and contributions to social justice design arenas. Her research examines the boundaries between the personal and the public, perception, power, and what technology can teach people about themselves. Using the formal language of the computer program or game to create systems which interrogate seemingly mundane experiences such as writing email, using search engines, playing video games, or saving data to the hard drive, Flanagan reworks these activities to blur the line between the social uses of technology, and what these activities tell us about the technology user themselves. Her artwork ranges from game based systems to computer viruses, embodied interfaces to interactive texts; these works are exhibited internationally at venues including the Laboral Art Center, Whitney, SIGGRAPH, Beall Center, The Banff Centre, The Moving Image Center, Steirischer Herbst, Ars Electronica, Artist’s Space, Guggenheim, Incheon Digital Arts Festival, and and venues in Brazil, France, UK, Canada, Taiwan, New Zealand, and Australia.
As a researcher, she focuses on popular culture, digital studies, and computer games to look at issues of representation, behavior, equity, and process. In the field of creative writing, Flanagan is known as a writer of electronic literature, and she is also a poet, with work in The Iowa Review, Barrow Street, Saranac Review, and other books & periodicals. She has written more than 20 critical essays on digital art, cyberculture, and gaming in periodicals such as Art Journal, Wide Angle, Intelligent Agent, Convergence, and Culture Machine, as well as several books. Her books in English include reload: rethinking women + cyberculture (2002), re:SKIN (2007), and the most recent, Critical Play (2009), all with MIT Press. She writes about popular culture and digital media such as computer games, virtual agents, and online spaces in order to understand how they affect and reflect culture. She is also co-author with Matteo Bittanti of Similitudini. Simboli. Simulacri ( SIMilarities, Symbols, Simulacra ) on The Sims game (in Italian, Unicopli 2003).
In her design practice, Flanagan is the creator of “The Adventures of Josie True,” the first web-based adventure game for girls, and researches and creates socially conscious games, urban games, and software in the theory/practice laboratory she founded in 2003, Tiltfactor, focused on the design of activist and socially-conscious software.
Mary Flanagan holds MFA and MA degrees from the University of Iowa, a BA in Film from the University of Wisconsin-Milwaukee, and a Ph.D. in Computational Media focusing on game design from Central Saint Martins College of Art and Design, University of the Arts London. Flanagan’s work has been supported by commissions, the NEH, the ACLS, and she has been PI or co-PI on six National Science Foundation research grants. She is the Sherman Fairchild Distinguished Professor in Digital Humanities at Dartmouth College. .
http://www.maryflanagan.com; http://www.tiltfactor.org; http://www.valuesatplay.org
Flanagan is the founder of techARTS, a not-for-profit program in Buffalo to encourage girls’ use of technology by exploring the arts with computers.
Flanagan on wikipedia here.
Blog: the lovely GrandTextAuto.org
See more at Mission to Learn+ Games4Change
I use technologies such as computer game engines and networked databases as materials by which to explore the cultural impact of digital technology as it permeates everyday life, while it in turn is continually reshaped. The process of creating the work feeds from ‘internet culture’ and ‘computational customs’, investigating how flippant trends become ongoing conceptual and physical ‘truths.’ Making these works is a way of creating alternate systems which reach a peace with the both the impermanence of the medium and its forms: the simultaneous fleeting nature of bits and bytes and conversely, the way these forms forge more lasting conceptual systems. The work manifests in a variety of forms: web-based media, computer applications, games, software, and social convention — forms governed by rule sets which render possible worlds, yet each system involves serendipity and accident as aleatoric, experiential interventions. These eruptions of chance operations work entirely within the way systems offer flexibility in their construction of rules. within the very code that paradoxically is to create can be programmed to create situations of extreme variability. To me, works based on algorithms need such accidents to ‘humanize’ the planned, calculated precision of the program in the development process, even if this results in a very precise final outcome. Each of the works represents a blend of research, process, procedure, and performance/execution. In this way these conceptually driven works form a hybrid of research, process, and performance.
—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
CRITICAL PLAY: RADICAL GAME DESIGN
2009
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; 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.
re:skin
2006
re: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.
2006
Cambridge MIT Press, 2002
The 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)
Bittanti, Matteo + Flanagan, Mary
Milan: Edizioni Unicopli, 2003
This co-authored book, in Italian, explores domestic space, player experience, and the fan culture of The Sims.
Values At Play
2011
The book Values at Play with Helen Nissenbaum is in production with MIT Press.
Book of Jing: Withholding Agent
2011
The Book of Jing: Withholding Agent is Book One of The Book of Jing graphic novel series, with Jonathan Jay Lee.
Exploring the Creative Potential of Values Conscious Design: Students’ Experiences with the VAP Curriculum.
with Jonathan Belman (in press). Eludamos: Journal for Computer Game Culture
Designing Games to Foster Empathy.
Cognitive Technology, 14(2).
with Jonathan Belman (in press).
Instructional Methods and Curricula for Values Conscious Design.
Loading: The Official Journal of the Canadian Games Studies Association, 3(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
Anxiety, Openness, and Activist Games: A Case Study for Critical Play.
with Anna Lotko
Proceedings of the Digital Games Research Association, Uxbridge UK, 2009
A private correspondence to David Theurer: Written by H. P. Lovecraft, 12th January 1919, released by Mary D. Flanagan.
Well Played.
Drew Davidson, ed. Pittsburgh: Carnegie Mellon/ ETC Press, 2009
The Sims: Suburban Utopias.
Space Time Play. Synergies Between Computer Games, Architecture and Urbanism
Birkhäuser Publishing, Basel Boston Berlin, 2007
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
Flanagan, Mary, and Nissenbaum, Helen.
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
Flanagan, Mary and Looui, Suyin
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
Mary Flanagan, D.C. Howe, Helen 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
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.
software / network / computer
When it was proclaimed that the Library contained all books, the first impression was one of extravagant happiness. All men felt themselves to be the masters of an intact and secret treasure… At that time it was also hoped that a clarification of humanity’s basic mysteries […] might be found. …
There are official searchers, inquisitors.
I have seen them in the performance of their function: they always arrive extremely tired from their journeys; they speak of a broken stairway which almost killed them; they talk with the librarian of galleries and stairs; sometimes they pick up the nearest volume and leaf through it, looking for infamous words.
Obviously, no one expects to discover anything.
–Jorge Luis Borges, “The Library of Babel” (1)
visit [search] ; visit [search] and other projects at the Mapping Transitions site
Information technology has become an indespensible element in communication, play, and work. For example, a recent study shows that a typical office worker relies more on e-mail communication than face-to-face contact to share knowledge.(2) Almost every computer user relies upon Internet search engines to gather information, seek entertainment, and find pleasure. Search engines are deeply embedded into daily activity-they are the primary way people in the 21st century seek information …”we depend upon them so utterly.” (3)
Searching the internet, however, is regularly confusing and chaotic. Like Borges’ inquisitors mentioned in the passage above, searchers are regularly besieged with lists of thousands of results, and no systematic keyword system has yet developed to standardize the language of the search.(4) Searching can be frustrating, and the material discovered is often inaccurate. Searchers themselves offer to the mix complicated requests, misspellings, and odd X-rated content descriptions; the kinds of things people search for might seem disturbing, petty, or peculiar.
Search engines map, through phrase-like inquiries, our desire to find knowledge. Monitoring such desires allows us to read and live through other people’s interests.(5) To further explore this very critical aspect of Internet life, I developed [search]. [search] is an internet-based application which explores the human desire for information and knowledge through real-time monitoring of internet search engine inquiries from around the world. This research ties in specifically with my internet-based artistic practice, pushing the performative, live, and user-influenced aspects of pieces such as [remotion] (2002), [collection] (2001) and [rootings] (2001).
The work conceptually explores everyday life: how do people use technology in their daily lives? What are the commonalities of human desire? How is the desire affected by the internet’s inherent immediacy? What kinds of language do people bring to search engines? Does the kind of language used by searchers tell us something about how people view the internet and technology? Do people search for material or experiential items? How much time do people spend searching for sex, drugs, or money? Do people spend an equal amount of time searching for friends, god, and spirituality? Are our human values exposed through search engines? What is the data most sought after?
[search] is programmed using the Lingo programming language. Users click on words in the live search feed as they find words in others’ searches which interest them. These words separate, and conduct their own searches on themselves. Users can drag two words together which interest them to produce associative searches.
At this point, who is the searcher? What is being searched?
Acknowledgements:
-This project was funded by a commission from the University of Colorado @ Boulder.
-Special thanks to Brian Brantner, software engineer on the project. He can be found at http://www.marcotte.com.
-AskJeeves.com is used for the search engine feed
-EAT: Edinburgh Associative Thesaurus, a psycholinguistic database, is used to search joint searches from dragged “wordcloud” items
____________
1 Borges, Jorge Luis. “The Library of Babel.” Labyrinths. New York: New Directions, 1964, 55.
2 “Survey Shows Office Workers Rely More Heavily On E-mail Than Face-to-Face Contact to Share Knowledge; AIIM Attendees Surveyed on Work Practices.” Business Wire March 7, 2002, 2393.
3 Toto, Christian. “Web Wise.” Insight on the News, Dec 10, 2001.17:46, 32-34.
4 Guernsey, Lisa. “The Search Engine as Cyborg.” The New York Times. Technology Sect. Jn 29 2000.
5 Garrity, Bronwyn. “Some Cyberspace of Her Own: Escapes From the Dark Horrible Sucking Trail of the Lost Voice.” The Nation, March 19, 2001. 272:11, 25.
software / computer
[rootings] is a collection of experimental games in which player participants explore experiences of time and memory within a set of game/narratives.
The individual components in the work are loosely based around different life episodes that have to do with time-passing, skipping, rewinding, time travel, and memory.
Elements of quantum mechanics and string theory open the door to scientific inquiry about time in the 21st Century, inquiries which can begin with our daily domestic, personal experiences. We can think about remembering an episode in one’s life within the context of scientific theories of time, for example, as more like a simultaneous event, parallel world, or constant, not simply a memory or a past happening. This project uses scientific background in perception of time and the physics of time in string theory to tease out ideas about time in narrative, mental order/disorder, and interactivity.
In [rootings], we encounter time in unusual ways; each string or episode itself is a recurring or cyclical event which takes the form of an abstract yet interactive “arcade style” game. Here, I am using game systems as materials and methods by which to explore these boundary zones, involving both intellectual hypotheses and the commonplace as locations and manifestations of socio-technological phenomenon-both the conditions of time and memory are extremely difficult to study and are heavily subjective.
The main interface of [rootings] is based on a reverberating circuit diagram. The brain, an organ composed of over 50 billion nerve cells, is connected by axons and dendrite conduits. Any type of activity in the brain (hearing a sound, problem solving, reading) sets off neural circuits throughout the nerve cells. While every experience creates new pathways, some of the circuits created repeat over and over, marking out a fixed location and becoming part of memory. These reverberating circuits start with input which produces a signal, which in turn becomes encoded within a neuroloop, producing a short-term memory function. A reverberating circuit, for example, creates physiological memory.
[rootings] encourages players to begin digging around in these circuits, using the physiological actions of clicking, tracing, and the repetitive process of game play to reinscribe memories from maker to player.
The heart of this research project is based around recent readings in physics, neurology, and most notably, string theory, which support the idea of tangible simultaneities, much like real, visceral memories or deja vous. The work deals directly about time and memory through rich imagery and sound and through the perspective of a woman maker and through the use of stories and relationships in personal, everyday, almost mundane occurances to show that such slips of time are equally everyday happenings.
[rootings], like other web art projects, is not “created” unless users are interacting with it. The work becomes a blend between research, process, and performance. Like Andre Breton and other critic/makers, I celebrate lapses in time, perhaps because in the very act of making creative work one loses oneself to time utterly.
software / network
[meme.garden] (2006) is collaboratively created software which allows participants to search words, find clouds of associated words, and “plant” their word searches to create “forests” which may or may not have relationships with other participants in the system. Participants’ plants grow through time and reflect network changes through time about their interests. The [meme.garden] software was commissioned by Turbulence.org and created by Mary Flanagan, Daniel Howe, Chris Egert, Junming Mei, & Kay Chang.
[meme.garden]
[collection] is a networked computer application that gathers up found material from various users’ hard drives and collects them on a centralized server. Going from computer to computer, [collection] scours drives and collects bits and pieces of user’s data – sentences from emails, graphics, web browser cached images, business letters, sound files-and creates a mobile mix of user experiences, operating system files, and normally hidden materials.
The program explores a workstation’s architecture and a user’s personal history with the machine, creating this material into a moving, three dimensional, continuously shifting map which has been compared to a visible, virtual, networked collective unconscious. It also questions notions of authenticity and authorship in the digital age, breaking the conceptual line separating, for example, and emotional letter from html or a help file.
The program is downloadable for pc for all users to access. [collection] is currently downloadable in compressed (ZIP) and in uncompressed (the .EXE) form. First download the application and log in with your the name you wish your material to be identified with. The program will do the rest! Have patience while [collection] scans your hard drive for material. The larger and fuller the hard drive, the longer the search process.
[collection] is significant because it calls into question the nature of memory as a network through its allegorical use of the internet as a collective memory space. By mapping a user’s, or group of users’, unique experiences-through images, downloads, web sites visited, emails-it creates spatial memory maps that not only reflect the computer and technoculture in content, but the user’s artifacts from his or her interactions. Most software art projects are not about the user him or herself. [collection] becomes unique to the user or group of users participating, bringing long-forgotten content from the hard disk to light and reminding us that memory can sometimes be too persistent.
The software only visits users who have installed the prerequisite “transference” software so rights of privacy are not violated. No data is destroyed; the bits and snippets are copied into the ‘unconscious’ on the server.
[collection] has been exhibited onscreen and as an installation in the 2002 Whitney Biennial, Barcelona, and Sydney among other venues.
created by Mary Flanagan, Wu Fu Che, + Ho Chien Chang
Cyberspace is a socially mediated construction, made clear through the use of avatars, or personal representations in virtual worlds. By putting ourselves into digital worlds, we lose the self and become one with virtual spaces’ new elements. It seems that an aspect of identity is released as an electronic element. By putting ourselves into digitally constructed realities, we call into question the nature of the self in a digital culture and the ways the new selves are created. What are the elements which construct that reality? What is our relationship with the virtual personae and figures we create in online space? What is our relationship to our own data, our bodies sampled with the latest digital technology?
But what is, in fact, natural? Digital culture’s dominance, and ultimately, construction of landscapes and bodies has been a way to create new cosmologies, new elements. The creation and discovery of elements is a fundamentally human endeavor, as are the creations of new systems of representation, identities, and experiences in VR. We work to abstract and distort reality in order to apprehend it. Like language, we name, categorize, and quantify our surroundings.
[unnatural elements] presents images of researchers/artists from Taiwan and the USA which demonstrate that the conversion from the image of the physical body to the image of the virtual is not the typical smooth computational process Hollywood would have us believe.
The images featured in [unnatural elements] show the effects of the creation of a digital nature and digital elements. Most researchers working in 3D technologies strive for “perfection.” However, our team was interested in sampling one real and watching the translation between earthbound identities and virtual ones. What would human data create in cyberspace? The images were created by using 3D head scans of the artists from composited images produced by a video camera and stitching them together with custom software. Interestingly, the process generated “natural” eruptions inherent to the heads, and each scan seemed to take on forms reminiscent of “natural” eruptions we see in earth, fire, water and wind.
Here, our new bodies erupt with artifacts and take on unexpected resemblances to earthbound natural elements. The “random” patterns we see in rocks, water, and other natural elements are not random at all but naturally occurring algorithms. Thus the computer, in creating artifacts, is effectively doing nature’s work. In a sense the computer is much more “real” (disturbingly so) than WE are – when it creates artifacts it is acting on “natural” algorithms.
Offering us a way to critically examine the body in cyberspace and our conventions and ideals of interactive avatars and the drive for 3D art “realism,” these pieces work to provoke a dialogue about the real and “natural” our media is trying so desperately to produce in digital space.
This collaboration was made possible by funding from the U.S. Fulbright Scholar Program and the Foundation for Scholarly Exchange, 2001, and took place in Dr. Ming Ouyoung’s CML, NTU, Taiwan.
software / paper / models / computer
[arborescence] is an interactive installation using the gradual growth patterns of forests and trees as a metaphorical structure to map time, space and language. Making physical the routine internet actions of searching, tagging and streaming RSS feeds [arborescence] creates a contextual time-scape in which interests grow and change over time.
Participants enter search terms and the software forms virtual trees on a large screen based on these terms. The type of tree or leaf varies by the word or theme entered and participants are encouraged to explore the myriad of shapes and sizes available. Participants can find clouds of associated words and “plant” their word searches to create forests which may or may not have relationships with others in the system. These trees and forests “grow” over time to reflect network changes about their interests.
The [meme.garden] software included in the exhibition was commissioned by Turbulence.org and created collaboratively by Mary Flanagan, Daniel Howe, Chris Egert, Junming Mei & Kay Chang.










































