Op-Eds & Journalism
Published Poems

Selected Articles

Academic Essays (more articles on game related research @

Flanagan, Mary. “Taking Binaries off the Table.” Feminist War Games? Mechanisms of War, Feminist Values, and Interventional Games, eds. Jon Saklofske, Alyssa Arbuckle, Jon Bath. New York: Routledge (forthcoming 2020).

Flanagan, Mary. “Play Ends Here,” Essay for the Playmode Exhibition, Museu de Arte, Arquitectura e Tecnologia  Lisbon Portugal (forthcoming 2019).

Flanagan, Mary. “Video Games and Gaming Culture.” Macmillan Interdisciplinary Handbooks: Gender: SPACE. Ed. Hedblad, Alan and Kooistra, Alja. New York: Macmillan, 2018.

Flanagan, Mary. “Critical Play and Responsible Design.” The Routledge Companion to Media Studies and Digital Humanities. Ed. Jentery Sayers. New York: Routledge 2018, pp. 183 – 195.

Freedman G, Flanagan M, Kaufman G, Green MC (2018) “Obituaries Can Popularize Science and Health: Stephen Hawking and Interest in Cosmology and ALS,” Psychology of Popular Media Culture.

Potter, S.J., Flanagan, M., Seidman, M., Hodges, H., Stapleton, J., Vessels, L. (2018) “Developing and Piloting Video Games to Increase College and University Students’ Awareness and Efficacy of the Bystander Role in Incidents of Sexual Violence,” Games for Health Journal doi: 10.1089/g4h.2017.0172

Freedman, G., Seidman, M., Flanagan, M., Kaufman, G., & Green, M. C. (2018) The impact of an “aha” moment on gender biases: Limited evidence for the efficacy of a game intervention that challenges gender assumptions. Journal of Experimental Social Psychology, 72, 162-167.doi: 10.1016/j.jesp.2018.03.014

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. (2016, CMU/ETC).
The entire book is a free PDF! yay.

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.” 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.

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.

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

Op-Eds & Journalism

 “In defense of Solitaire, the “perfect game”: Mindfulness, video games and the importance of downtime.”, 20 August 2017

“It’s Been a Bad Week for Inclusion in Tech,” Role Reboot  9 August 2017

Mary Flanagan and Mary Hudson, “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.

“Violent Video Games Reveal the Dark Side of Play. The Huffington Post  2014.

“Don’t Demonize Video Games for Violence.”USA Today 2014.

Republished 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


“Substance A always reacts to Substance B,” “The One and the Multiple”

“Being Transformed into a Phoenix,” “Enough,” “Parking Lot at Whole Foods,” in Heavy Feather Volume Seven 2017

“They Always Come,”“Death of My Dungeonmaster,” in Barrow Street 2013-2014 Annual Issue

Poems: “And by taking your hand,” “Camouflage,” “The Secret of Nights and Days,” “Desire is Rarely Fulfilled,” “From One End of the Map to the Other,” in Fence 2015

“hoisting the lower saints” in The Pinch 2012

“enthroned on the seat that sees into all worlds” and “the nature of judgment,” in the 2011 annual issue of Barrow Street

“something more remains mysterious,” in MUDFISH 17 2011

“the abstract injunction,” “ministering a stream” and “window” in Saranac Review, Issue 6, Fall 2010.

“the only point of rupture.” Open Windows III: An Anthology of Poetry, Fiction + Essays, ed. Matthew Davis. Denver, CO: Ghost Road Press, 2008.

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

“a pure subjective commitment is possible,” and “insubstantial stuff of pure being,” The Iowa Review in December 2007

“Simple Prisoners,” in Chronogram March 2007

“for Michel Heizer,” in Chronogram January 2007