Mary Flanagan
#46,464
Most Influential Person Now
American artist
Mary Flanagan's AcademicInfluence.com Rankings
Mary Flanagancomputer-science Degrees
Computer Science
#2529
World Rank
#2641
Historical Rank
#1099
USA Rank
Database
#7695
World Rank
#7995
Historical Rank
#960
USA Rank
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Computer Science
Why Is Mary Flanagan Influential?
(Suggest an Edit or Addition)According to Wikipedia, Mary Flanagan is an American artist, author, educator, and designer. She pioneered the field of game research with her ideas on critical play and has written several books. She is the founding director of the research laboratory and design studio Tiltfactor Lab and the CEO of the board game company Resonym. Flanagan's work as an artist has been shown around the world and won the Award of Distinction at Prix Ars Electronica in 2018.
Mary Flanagan's Published Works
Published Works
- Critical Play: Radical Game Design (2009) (438)
- Embodying values in technology: Theory and practice (2008) (263)
- Values at play: design tradeoffs in socially-oriented game design (2005) (167)
- Designing games for learning: insights from conversations with designers (2010) (96)
- A game design methodology to incorporate social activist themes (2007) (85)
- Values at Play in Digital Games (2014) (67)
- A psychologically “embedded” approach to designing games for prosocial causes (2015) (52)
- Grow-A-Game: A Tool for Values Conscious Design and Analysis of Digital Games (2011) (51)
- A Method For Discovering Values in Digital Games (2007) (48)
- Reload: Rethinking Women + Cyberculture (2002) (46)
- High-Low Split: Divergent Cognitive Construal Levels Triggered by Digital and Non-digital Platforms (2016) (40)
- Making games for social change (2006) (32)
- Social Skill and Visual Interaction (1978) (31)
- Growing up programming: democratizing the creation of dynamic, interactive media (2009) (31)
- Creating Stealth Game Interventions for Attitude and Behavior Change: An "Embedded Design" Model (2016) (30)
- Locating Play and Politics: Real World Games & Activism (2007) (28)
- Mobile Identities, Digital Stars, and Post-Cinematic Selves (1999) (22)
- Navigating the Narrative in Space: Gender and Spatiality in Virtual Worlds (2000) (21)
- Instructional Methods and Curricula for “Values Conscious Design” (2009) (17)
- Playing the System: Comparing the Efficacy and Impact of Digital and Non-Digital Versions of a Collaborative Strategy Game (2016) (17)
- From dictators to avatars: Furthering social and personality psychology through game methods (2017) (17)
- "By the People, For the People": Assessing the Value of Crowdsourced, User-Generated Metadata (2015) (16)
- Embodying Values in Design: Theory and Practice (2008) (16)
- Citizen Archivists at Play: Game Design for Gathering Metadata for Cultural Heritage Institutions (2013) (16)
- Exploring the Creative Potential of Values Conscious Game Design: Students’ Experiences with the VAP Curriculum (2010) (15)
- Developing and Piloting Videogames to Increase College and University Students' Awareness and Efficacy of the Bystander Role in Incidents of Sexual Violence. (2019) (14)
- SIMple & Personal: Domestic Space & The Sims (2003) (12)
- Next level: women's digital activism through gaming (2003) (11)
- Investigating the Impact of 'Emphasis Frames' and Social Loafing on Player Motivation and Performance in a Crowdsourcing Game (2016) (11)
- New Design Methods for Activist Gaming (2005) (10)
- Lost in Translation: Comparing the Impact of an Analog and Digital Version of a Public Health Game on Players' Perceptions, Attitudes, and Cognitions (2013) (10)
- Troubling 'Games for Girls': Notes from the Edge of Game Design (2005) (9)
- Anxiety, Openness, and Activist Games: A Case Study for Critical Play (2009) (9)
- Updating a Classic: A New Generation of Vignette Experiments Involving Iterative Decision Making (2018) (9)
- Self-esteem and public self-consciousness moderate the emotional impact of expressive writing about experiences with bias (2017) (9)
- RAPUNSEL: Improving self-efficacy and self-esteem with an educational computer game (2009) (9)
- RAPUNSEL: How a computer game design based on educational theory can improve girls self-efficacy and self-esteem (2007) (8)
- Not Just for Girls: Encouraging Cross-Gender Role Play and Reducing Gender Stereotypes with a Strategy Game (2019) (6)
- Playculture: developing a feminist game design (2005) (6)
- Exploring the Creative Potential of Values Conscious Design: Students' Experiences with the Values at Play Curriculum (2010) (6)
- Digital Stars are Here to Stay (1999) (5)
- Preventing a POX Among the People? A Design Case Study of a Public Health Game (2011) (5)
- Ethics and children's information systems (2007) (4)
- Failed Games: Lessons Learned from Promising but Problematic Game Prototypes in Designing for Diversity (2015) (4)
- "RePlay Health": An Experiential Role-Playing Sport for Modeling Healthcare Decisions, Policies, and Outcomes. (2015) (4)
- Can video games help prevent violence? An evaluation of games promoting bystander intervention to combat sexual violence on college campuses. (2020) (4)
- Values at play: Tradeoffs in socially-oriented game design (2005) (4)
- The Effect of Gender on Attributions for Women’s Anxiety and Doubt in a Science Narrative: (2018) (3)
- The Effect of Gender on Attributions for Women’s Anxiety and Doubt in a Science Narrative (2018) (3)
- The Rapunsel Project (2005) (3)
- Are games a viable solution to crowdsourcing improvements to faulty OCR? – The Purposeful Gaming and BHL experience (2016) (3)
- Making a difference in and through playful design (2014) (3)
- Rethinking the F Word: A Review of Activist Art on the Internet (2007) (3)
- Data for: The Impact of an “Aha” Moment on Gender Biases: Limited Evidence for the Efficacy of a Game Intervention that Challenges Gender Assumptions (2018) (2)
- Video Games as a Mechanism for Teaching College Students Bystander Behaviors (2019) (2)
- The effect of embodying a woman scientist in virtual reality on men’s gender biases. (2021) (1)
- The impact of an “aha” moment on gender biases: Limited evidence for the efficacy of a game intervention that challenges gender assumptions (2018) (1)
- "Some Assembly Required": Starting and Growing a Game Lab [Abstracts] (2009) (1)
- Digital Divide: Comparing the Impact of Digital and Non-Digital Platforms on Player Behaviors and Game Impact (2017) (1)
- Groundwork for Values in Games (2014) (1)
- Game Elements: The Language of Values (2014) (1)
- Values at Play at Work (2014) (1)
- An Invitation to Think Again: Digital Media Revisited@@@Digital Media Revisited: Theoretical and Conceptual Innovation in Digital Domains (2004) (0)
- Draft -april 24 2005 -draft (2005) (0)
- Jane Austin, Game Theorist (2013) (0)
- Feedback and Timing in a Crowdsourcing Game (2016) (0)
- Reflections on Values at Play (2014) (0)
- Overview of the Heuristic (2014) (0)
- Using comics and tweets to raise awareness about gender biases in STEM. (2021) (0)
- The Values at Play Heuristic (2014) (0)
- Supplemental Material for The effect of embodying a woman scientist in virtual reality on men’s gender biases. (2021) (0)
- "Cinderella Was A Hacker! and Other Notes from the Edge of Game Design" (2005) (0)
- Understanding Values at Play (2014) (0)
- Obituaries can popularize science and health: Stephen Hawking and interest in cosmology and amyotrophic lateral sclerosis. (2020) (0)
- Uncovering Values at Play (2014) (0)
- A Path to Our Futures (2019) (0)
- Well Played--Vol. 1, No. 1 (2015) (0)
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Mary Flanagan is affiliated with the following schools: