Mary Flanagan

Professor Flanagan's new game challenges traditional stereotypes

"Monarch", a new board game developed by Professor Mary Flanagan and the Tiltfactor research lab, features sisters maneuvering to become queen.  Read more about this exciting new game (and the Kickstarter campaign still in progress) in this Dartmouth Now article

Game Changer

An excerpt from an article in the Dartmouth Alumni Magazine about professor Mary Flanagan, printed in the Nov-Dec 2014 issue:

"First, let’s get something out of the way. Mary Flanagan, Dartmouth’s digital humanities chair and founder of the game design and research lab Tiltfactor, could expound for hours on the history of games and the psychology and design of them, whether it’s Tic-Tac-Toe or Angry Birds, but she is not interested in yet another conversation about violence in video games. 'It’s the first question the media has asked me in my entire career,' she says. 'And I think it’s a little weird.' (For the record, this reporter waited until at least 40 minutes into the interview.) 'I suppose that if games can be used as a tool for good, one could argue that they could also be a tool for the not-so-good,' she adds. 'But I’ll leave that for other folks to spend time on.'"

Read more from the Dartmouth Alumni Magazine here.

The Classroom as Arcade

An excerpt from an opinion piece published by Inside Higher Ed written by professor Mary Flanagan:

"'Clearly, the lure of the laptop is too compelling to resist,' writes Dartmouth’s Mary Flanagan in an Inside Higher Ed opinion piece.

Some students habitually engage with their Facebook pages or play video games during class, to their own detriment and to the detriment of their classmates, writes Flanagan, a professor of film and media studies and the Sherman Fairchild Distinguished Professor in Digital Humanities.

'Multitasking makes us poor learners, studies show,' Flanagan writes. 'It not only hurts the perpetrator by splitting their focus and attention, but it hurts those sitting around the multitasker and lowers everyone’s overall performance on each task. While millennials may think they have better multitasking chops than older generations, data show this assumption to be false.'"

Read the full opinion piece, published 6/6/14 by Inside Higher Ed.

Tapping into player psychology for Games for Change

An excerpt from an article published by Polygon Magazine about professor Mary Flanagan:

"Game developers looking to make games that promote social change should consider looking to psychology, because "we can't fix the social incidences without fixing the underlying causes," according to Dartmouth College professor and director of game research laboratory Tiltfactor, Mary Flanagan.

Speaking at the Games for Change Festival in New York today, Flanagan said that many games that have been designed to promote social change are only scratching the tip of the iceberg, and to address the issues that are under the water developers need to look at how our social biases contribute to these issues."

Read more at Polygon here.

Video Game Industry Needs Gender Balance

An excerpt from an opinion piece published by the San Francisco Chronicle written by professor Mary Flanagan:

"There’s a problem in video game land, writes Professor Mary Flanagan in an opinion piece in The San Francisco Chronicle. Although, as she notes, 97 percent of American youths play video games at least two hours a week, the gender gap among those creating the games is a big one.

“In 2013, women represented 13 percent of the industry, including business and legal positions,” writes Flanagan, a professor of film and media studies and the Sherman Fairchild Distinguished Professor in Digital Humanities.

This matters for many reasons, she says. Among them: “Innovation comes from fresh voices and new ideas. The Alien Game project shows games made by girls have broader appeal across both genders. It matters to women who feel excluded from a livelihood. It matters to kids who can’t grow up to be someone they want to be. It matters to all of us as we expand the role of games from entertainment to platforms on which classroom learning and everyday communication takes place.”

Labeling Library Archives Is a Game at Dartmouth College

An excerpt from an August 2009 article profiling professor Mary Flanagan:

"Professor Mary Flanagan wants students to go online and label library archives – for free.

Ms. Flanagan, a digital-humanities professor at Dartmouth College, is creating an Internet-based game in which users create descriptive tags for library images to improve searching through the library's database. Although the program will be tested at the college’s library, Ms. Flanagan says the game will be open source and available for others to download and build upon."

Read the rest of this article at the Chronicle of Higher Education here.

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