Articles and Chapters

Select a year or scroll down.
2021 | 2020 | 2019 | 2018 | 2016 | 2015 | 2014 | 2013 | 2012 | 2010 | 2009 | 2007 | 2006 | 2005 | 2004 | 2003 | 2002 | 2001 | 2000 | 1999

2021

  • Flanagan, M. and Garrett, M. “Conversation with Mary Flanagan.” Frankenstein Reanimated: Conversations with Artists in Dystopian Times. Eds. Kolakides, Y. and Garrett, M. London: Torquetorque Press.
  • Kaufman, G., Flanagan, M. and Seidman, M. “Creating Stealth Game Interventions for Attitude and Behavior Change: An ‘Embedded Design’ Model.” Persuasive Gamin in Context. Eds. de la Hera, T., Jansz, J., Raessens, J. and Schouten, B. Amsterdam: Amsterdam University Press, pp. 73-90.
  • Flanagan, M. “If you play it, do you believe it?” Narrative Mechanics: Strategies and Meanings in Games and Real Life, edited by Beat Suter, René Bauer, and Mela Kocher. Transcript: Bielefeld, Germany, forthcoming.
  • Flanagan, M., Freedman, G., Green, M., Kaufman, G. “Using Comics and Tweets to Raise Awareness about Gender Biases in STEM“. Psychology of Violence.
  • Flanagan, M. “Feminist(AI),” The Love Makers, edited by Aifric Campbell. London: Goldsmiths Press (Distributed by MIT Press) (in preparation).

2020

2019

2018

  • Flanagan, M. “Video Games and Gaming Culture.” Macmillan Interdisciplinary Handbooks: Gender: SPACE. Ed. Hedblad, Alan and Kooistra, Alja. New York: Macmillan.
  • Flanagan, M. “Critical Play and Responsible Design.” The Routledge Companion to Media Studies and Digital Humanities. Ed. Jentery Sayers. New York: Routledge, pp. 183 – 195.
  • Freedman. G., Flanagan, M., Kaufman, G., Green, M.C. “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. and Vessels, L. “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. 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

2016

2015

2014

2013

2012

2010

2009

2007

2006

  • 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

2005

2004

  • Developing Virtual Performance Spaces
    American Puppetry
    Ed. Phyllis T. Dircks. New York: Theatre Library Association, 2004

2003

2002

2001

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

2000

1999

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.