Books


Booth, Austin, and Flanagan, Mary. reskin. Cambridge: MIT Press, 2007.

 

media
writing
courses
ios
josie
event
contact


<<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. >>


Bittanti, Matteo + Flanagan, Mary. "Similitudini. Simboli. Simulacri" (SIMilarities, Symbols, Simulacra). In Italian. Milan: Edizioni Unicopli, 2003 !

<<This co-authored book, in Italian, explores domestic space, player experience, and the fan culture of The Sims.>>


Flanagan, Mary + Booth, Austin, Eds.
reload: rethinking women + cyberculture.
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 artist’s technological projects. >>




 

 

 

a few Articles/chapters/conf proceedings:

Flanagan, Mary. "The Sims: Suburban Utopias." In: Borries, Friedrich von, Walz, Steffen P., Böttger, Matthias (eds.)   Space Time Play. Synergies Between Computer Games, Architecture and Urbanism , Birkhäuser Publishing, Basel Boston Berlin, 2007.

Plass, J. L, Goldman, R., Flanagan, M., Diamond, J., Dong, C., Looui, S., Hyuksoon Song, H., Rosalia, C. & Perlin, K. "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 , Chicago, April 2007

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

Flanagan, Mary, and Nissenbaum, Helen. "A Game Design Methodology to Incorporate Social Activist Themes." Proceedings of CHI 2007. New York, NY: ACM Press, 181 - 190.

Flanagan, Mary and Looui, Suyin. "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, 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.

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

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

Flanagan, Mary. "The 'Nature' of Networks: Space and Place in the Silicon Forest." Nature et progrès : intera
ctions, exclusions, mutations. Ed. Pierre Lagayette. Paris : Presses de l'Université. Paris-Sorbonne, 2006.

<<Depuis un demi-siècle le progrès évoque, pour les Américains, des images d'automobiles, de conquête de l'espace, de centre commerciaux, de jeux vidéo ou d'Internet. L'idée de progrès est associée à la consommation par l'homme de son environnement, par des moyens technologiques. Nulle part la tension entre nature et technologie ne s'exprime mieux que dans la région du Nord-ouest Pacifique (Washington, Oregon, Idaho) où forêts et montagnes sont encore peu habitées mais qui est devenue un pôle d'attraction pour l'industrie informatique. On tentera ici de mettre en parallèle les paysages réels de l'Ouest et la vision qu'en ont donné les photographes, les géographes ou les architectes et la simulation qu'en créent les systèmes de réalité virtuelle, afin de dégager une nouvelle conception de la nature et de son interaction avec le progrès technologique. De même, on analysera la structure des réseaux et la manière dont se trouve réinterprétée la mythologie de la Frontière dans les espaces virtuels afin de mieux comprendre la signification de l'interactivité en tant qu'outil épistémologique. >>

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

"Troubling 'Games for Girls':
Notes from the Edge of Game Design." Mary Flanagan. Proceedings from DiGRA 2005, 16-20 June, Vancouver, BC, Canada.

"Values at Play: Design Tradeoffs in Socially-Oriented Game Design"
Mary Flanagan, D.C. Howe, Helen Nissenbaum. Proceedings of the CHI 2005 conference on Human factors in computing systems. CHI 2005, 2-7 April, Portland, Oregon. New York: ACM Press.


"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." in Data Made Flesh, Thurtle et al. 2003.

Flanagan, Mary. "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. (forthcoming 2003).

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

<<This essay, published in wide angle in 1999, uses the game Tomb Raider as a site for the study of game player subjectivity. Exploring cinema history and the history of stardom and fan culture, the essay argues that digital games’ complex player relationship is as dependent on the technology used to create the game as well as the culture surrounding gameplaying.>>

"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.

e-publications

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