[spectre] Pox: Save the People. An interview with Mary Flanagan.

marc garrett marc.garrett at furtherfield.org
Mon Oct 3 15:32:08 CEST 2011


Sorry for any cross posting...

Pox: Save the People. An interview with Mary Flanagan.

Emilie Giles interviews artist Mary Flanagan about Tiltfactor's latest 
social game, Pox: Save the People. A new board game challenging 1-4 
players to stop the spread of a deadly disease. The Tiltfactor 
Laboratory is a conceptual design lab that researches, designs, 
launches, and publishes games and interactive experiences related to 
technology and human values.

http://www.furtherfield.org/features/interviews/pox-save-people-interview-mary-flanagan

Mary Flanagan investigates human relationships with systems — 
technological, representational, linguistic, and experiential — from her 
position in a technologically-infused society. Exploring 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 extraordinary, revealing artifacts representing themes of human 
desire, intimacy, secrecy, language, and the conceptual spaces of 
machines themselves.

Her three books in English include Critical Play (2009) with MIT Press. 
Flanagan founded the Tiltfactor game research laboratory in 2003, where 
researchers study and make social games, urban games, and software in a 
rigorous theory/practice environment. She is the Sherman Fairchild 
Distinguished Professor in Digital Humanities at Dartmouth College.

Emilie Giles is an alumnus of MA Interactive Media: Critical Theory and 
Practice at Goldsmiths College, University of London. Since graudating 
she has been assisting with the running of the women's art and 
technology collective MzTEK, completing a two month internship with 
world renowned artlist group Blast Theory and working for social video 
distribution guru's Unruly Media. Her own practice revolves around 
notions of pervasive gaming, married with urban exploration and 
psychogeography. Her most recent focus lies in taking fundemental gaming 
principles from Geocaching and exploring the consequences of adding an 
emotional dimension.

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