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Games and Culture
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Sustainable Play

Toward a New Games Movement for the Digital Age

Celia Pearce

Georgia Institute of Technology

Tracy Fullerton

University of Southern California

Janine Fron

Jacquelyn Ford Morie

University of Southern California

This article suggests a revisit of the New Games movement, formed by Stewart Brand and others in the early 1970s in the United States as a response to the Vietnam War, against a backdrop of dramatic social and economic change fueled by a looming energy crisis, civil rights, feminism, and unhealthy widespread drug abuse. Like-minded contemporaries R. Buckminster Fuller (World Game), Robert Smithson (Spiral Jetty), and Christo and Jean-Claude (Valley Curtain) responded in kind to these environmental and sociopolitical quandaries with their "earthworks." As digital game designers and theorists embark on developing new methods to address the creative crisis in mainstream game production, against a similar backdrop of global climate change, a controversial war, political upheaval, and complex gender issues, the authors propose a reexamination of the New Games movement and its methods as a means of constructing shared contexts for meaningful play in virtual and real-world spaces.

Key Words: games • digital cultures • game studies • New Games • play • ludology • activist games • games for change • alternate reality games (ARGs)

Games and Culture, Vol. 2, No. 3, 261-278 (2007)
DOI: 10.1177/1555412007304420


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