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
- Flanagan, M. “Enter the Dragon,” The Infinite Playgrounds, by Bernie Dekoven with Holly Gramazio. Edited by Eric Zimmerman, Celia Pearce, and Holly Gramazio. Cambridge: MIT Press, 2020, pp. 136-139.
- Potter, S. J., Demers, J. M., Flanagan, M., Seidman, M. and Moschella, E. “Can Video Games Help Prevent Violence? An Evaluation of Games Promoting Bystander Intervention to Combat Sexual Violence on College Campuses,” Psychology of Violence.
- Flanagan, M. “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.
2019
- Flanagan, M. “A path to our futures.” ROMchip: A Journal of Game Histories, inaugural issue.
- Kaufman, G., Flanagan, M. and Freedman, G. Not Just for Girls: Encouraging Cross-Gender Role Play and Reducing Gender Stereotypes with a Strategy Game. 481-493. 10.1145/3311350.3347177.
- Flanagan, M. “Play Ends Here,” Essay for the Playmode Exhibition, Museu de Arte, Arquitectura e Tecnologia Lisbon Portugal.
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
- 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. (CMU/ETC).
The entire book is a free PDF! yay. - Flanagan, M. “An Alternate History of Wargaming.” Zones of Control. Pat Harrigan and Matthew Kirschenbaum, eds. (MIT Press).
- Flanagan, M. “Games as a Medium.” Debugging Game History: A Critical Lexicon. Eds. Raiforn Guins and Henry Lowood. (MIT Press 2016).
- Flanagan, M. “Game Art.” Debugging Game History: A Critical Lexicon. Eds. Raiforn Guins and Henry Lowood. (MIT Press).
- Flanagan, M. “Critical Play: The Productive Paradox.” Blackwell Companion to Digital Art, ed. Christiane Paul (Blackwell/Wiley, 2016).
2015
- Flanagan, M. “The Ludification of Culture & Playful Aesthetics.” Gameful World, Ed. S. Walz and Sebastian Deterding. Cambridge: MIT Press, 2015.
- Kaufman, G. and 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. and 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
2014
- Kaufman, G., Flanagan, M. and Punjasthitkul, S. “Comparing the Impact of ‘Emphasis Frames’ on Player Motivation and Performance in a Crowdsourcing Game,” Proceedings of Meaningful Play 2014
- Flanagan, M. “Why the Pinkification of Children’s Toys Hurts Women,” The Daily Beast 26 February 2014.
2013
- 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, M. “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.
2012
- How games can help us access and understand cultural artifacts. American Archivist 75(2), pp. 514-537, with Peter Carini, 2012.
2010
- Exploring the Creative Potential of Values Conscious Design: Students’ Experiences with the VAP Curriculum. Eludamos: Journal for Computer Game Culture, with Jonathan Belman, 2010.
- Margot Lovejoy, Christiane Paul, Victoria Vesna, eds. Bristol, UK: Intellect Press, 2010.
- Creating Critical Play
Artists Rethinking Games.
Eds Ruth Catlow, Marc Garrett, and Corrado Morgana. Liverpool: Liverpool University Press, 2010, 49-53.
2009
- 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. - 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
2007
- 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 - 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.
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
- 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
2004
- Developing Virtual Performance Spaces
American Puppetry
Ed. Phyllis T. Dircks. New York: Theatre Library Association, 2004
2003
- 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
2002
- Hyperbodies, Hyperknowledge: Women in Games, Women in Cyberpunk, and Strategies of Resistance
reload: rethinking women + cyberculture
Cambridge: MIT Press, 2002, 425-454
2001
- Spatialized MagnoMemories
Culture Machine 3 – Virologies: Culture and Contamination
Eds. David Boothroyd and Gary Hall. 2001
2000
- 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
1999
- 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
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.