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

My creative practice investigates human relationships with systems — technological, representational, linguistic, and experiential — from my position in a technologically-infused society. In my work I explore the relationship between such systems and their intersections with everyday life. Therefore, games, computer viruses, search engines, cell phones, email — seemingly boring or ordinary computationally-driven systems — become for me extraordinary and revealing artifacts representing themes of human desire, intimacy, secrecy, language, and the conceptual spaces of machines themselves.

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.



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“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

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.


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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.

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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.

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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.

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



Four computers / game engine / hardware / sound / custom code / text/

Mary Flanagan’s interest in virtual environments and interactive writing led to her focus her new work [xyz] on the spatial metaphors inherent within virtual systems and on the grammatical and lexical notions in language itself.

In [xyz], the rules of game playing and the rules for language reside in the same location. Player-readers participate in the dynamic combination of new texts using the fundamental metaphoric system that governs the development of computerized spaces—namely, the 16th Century three dimensional Cartesian coordinate system, with axis lines x, y, and z.

The gallery contains a computer-controlled application for each axis. Each of these directions contains a different section of a larger text. Visitors to the gallery may interact with the words on the screen using the controller located under the screen and collect sets of words as they wish. These words are then sent to the projected image where the player-readers’ choices combine.

A work of electronic literature by Mary Flanagan
Game programming and network design by Jack Bowman
Additional audio by Michelle Earhart

Background to the work [xyz]

There is an ancient desire to expand the expressiveness of poetry by combining literary and visual communication. Shaped poems in Greek, Latin, Arabic, Hebrew, Chinese, and Sanskrit all indicate a common human urge to compel language into the form of its meaning. Visual poetry, or concrete poetry, is the term applied in the 1950s, long after early Twentieth Century visual poet Apollinaire manipulated his text to fashion a literary syntheses of space. If Apollinaire and other writers endeavored to mould pictorial strategies onto the demands of poetry, then Flanagan’s contemporary project intends an analogous mapping—that of applying the metaphors and structures of computer games onto – and into— a poetic system.

The artist’s curiosity about the process of writing and rewriting the text led her to examine the ritualistic behaviors constituting conventional game interaction. In [xyz] the player-reader reconstructs the poem by following a visual logic similar to that used by the player of a platform game. Instead of collecting coins or avoiding enemies as in a stereotypical game of this sort, the player-reader collects and avoids text. In the end, the work changes incredibly through reader participation.

[xyz] functions on multiple levels as a concrete poem, a game, and as way to explore the epistemological development of spatial deixis in a game-like system. Often in games, as in interactive literature, player-readers experience the phenomenon wherein understanding the meaning of certain words and phrases is dependent on contextual information. In [xyz] the reader’s experience of the line becomes the point of reference, the center of the spatial understanding of each text and the site for spatial deixis.

Relationships between the line, interaction, behavior, and metaphor are at play as the player-reader traverses the poem space. How does the player choose to construct his or her mental model in this work?



We use text so frequently in digital communication. Most technology users correspond in written word more frequently than in person conversation or telephone chats. However, we seldom stop to consider “voice” within our mundane, written correspondences.

[ineffable] is a computer application which reads aggregated emails between two correspondents and maps the use of language through the words users utilize in everyday correspondence. The project explores the question, Do we have particular “voice” in our daily writing to friends and colleagues, and does that voice change depending on who we are writing to and why?

Collaborators Mary Flanagan and Andrew Gerngross work to bring into the foreground the primary form of exchange practiced by many technology users — email — through closely examining the use of language in email systems. Email is used for work and play, intimate exchange and legal agreements. How are different kinds of language, and thus sounds, used in correspondences with different people? How do we “sound” to those reading our emails, and how does the email of others sound to us?

Words, phrases, and sentences represent a time, a person, a map of interpersonal experiences (the external world) as well the way a user relates to the context of digital communication — and relationship of that person to their own computer. This project maps the geography of these relationships with sound and image.

The [ineffable] program explores the relationship between real people through their written messages to one another, but further, the work generates a set of procedures which expose how our everyday experiences with email encode the kinds of sounds we make, our “voices,” into our digital systems.

HOW [ineffable] WORKS.
[ineffable] collects chronological information, time between emails, length of correspondence, and most importantly, the kinds of phonetic sounds used by a correspondent in his or her writing and generates a sonification and visualization of this content. Written in Java, [ineffable] analyzes a user’s emails to or from a particular person and maps the language used by examining the phonemic makeup of the words utilized in the correspondence. The work “reads” a pair of user’s email archives and, side by side, analyzes the words therein, grouping them based on the recipient, date, time elapse between correspondences, overall amount of correspondence. Most importantly, we have the program find a “sound signature” to the words used in words, paragraphs, sentences and finally, the overall email set.

[ineffable] functions as an experimental system which considers the “sound in the head” we create while reading and writing as a synaesthetic experience. The visitor to the work encounters a set of dynamic sonifications and visualizations from each set of correspondences in a split stereo sound environment.

Visualizations. The two sides of the visual aspect of the project represent the application’s reading of the email aggregate. Visual modes switch between a moving line map and a “voice organism” color collage generated by the system. The moving line map illustrates sound structures encountered by the system. It shows the frequency of the phonemes created by the email in its thickness and color. The voice organism visualizes time and the change in voice through time. It increases and decreases in complexity and transparency depending on the dates in between correspondences. The smoothness is the “consistent” state of the “voice” or the general phonemic sounds used by the system. Changes in the sound “voice” change the organism. The system generates “ideal words” that are the aggregate of a user’s most frequently used sounds. The most commonly used sounds –for example, if a writer uses many “mmm”s and “er”, generates a representative word from the sounds (in this example, the word could be “murmur”). These are displayed under the visualization and change over time.

Sonifications. In the audio aspect of the work, several audio tracks are created in response to the email data. First, phoneme sounds are assigned to an “instrument” created in the programming API Jsyn. Phonemes sampled from human voices are also played back in the rhythm of the email’s syllabic structure.

PRIOR EXHIBITION OF THIS WORK.
[ineffable] is a new work and was selected by an international jury to premier at the prestigious SIGGRAPH computer graphics conference in the Art Gallery in August 2004.

INSTALLATION DIAGRAM.
This work can utilize a monitor or video projector in its installed form. It runs off of one laptop, with a mixer and 4 speakers (and optional headphones).

ABOUT THE ARTISTS.
The project is a collaboration between New York artist-scientists Mary Flanagan and Andrew Gerngross. Flanagan’s computer and net art has been shown at the Whitney Biennial (2002), the Guggenheim Museum (2004), SIGGRAPH, and Ars Electronica. Her books include Reload: Rethinking Women + Cyberculture (MIT Press 2002) and reskin (forthcoming). She is the creator of “The Adventures of Josie True,” the first net-based adventure game for girls, and is co-director for Rapunsel, a research project to teach girls programming. http://www.maryflanagan.com. Gerngross is a full time writer and game designer with a background in filmmaking and professional software engineering, among other talents. http://www.sharedstate.com.

As system designers, we are concerned with the way computer technology permeates our everyday lives, and how our everyday lives are in turn shaped by the technologies we use. [ineffable] foregrounds digital systems we use everyday in our work and play and examines their complex relationship to language.



Career Moves explores the contradictory world of women in corporate America througan interactive, computer controlled board game.

Work is a troubling condition internationally for all women. Women represent 50 per cent of the world adult population and one-third of the official labour force, but they perform nearly two-thirds of all work hours, receive one-tenth of the world income and own less than 1 per cent of the world’s property. Much women’s work is not officially recognized and does not entitle them to any remuneration, respect or rights usually associated with work (UNESCO).

The game itself represents several aspects of women and work under a variety of conditions, from menial jobs to corporate spaces. Many plastic items are embedded into the game board, representin accoutrements of “success.” Players typically take turns moving their game pieces around the board using the die. Upon landing on a space occupied with an object, players use tongs to retrieve the object. If the player falters or touches the side of the board with the tongs, he or she hears sampled voice sources taken from the career coaching and self-help industry directed at women, groups feeding off of social change by offering patronizing and constrictive advice to women caught in flux. The sampled dialogue presents a tangled web of contradictory statements about women, work, and agency.

The communal aspect of playing the game is intended to be part of the work: because the game appears at first look to be a commercial-style game, players begin in the spot on the board accordingly marked. This commercial style is intended as a critique of the historical sequence to which the popular board game belongs: many games have traditionally supported social “norms,” including heterosexuality, consumerism, and especially non-liberatory positions for women. However, as players progress down the board, it becomes clear that it is they themselves who are determining the rules of the game, and the collective and individual goals become apparent. This not only turns the collective experience and memory of such “family” style activities around, but turns the game experience into a collaborative rewriting of such conventions by calling into question the very motivation behind such goals.

Collective creation, to Levi-Strauss, involves forming commonly understood rule-goverened semantic systems to make objects, especially art objects, accessible to the community. When players begin to define and defend the game as they play it, a dialogue opens about consumption, work, and the political and economic machinery behind the production of a relatively innocent-looking pasttime. Thus the work is best seen in settings, where groups can take turns experiencing and creating their own semantic system.

Physical specifications:
Gameboard is 20″x 30″, controlled by a pc laptop
Game kit includes: two sets of headphones, die, player pieces, corporate objects for removal
Game sits on table, provided, or within the site

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