
Punk Playthings
Provocations for 21st Century Game Makers
CRC Press
1st Edition
Published on 16. November 2017
Book
Hardback
286 pages
978-1-138-29580-3 (ISBN)
Description
Punk Playthings
Provocations for 21st Century Game Makers
"Punk was an attitude. It was never about having a Mohican haircut or wearing a ripped T-shirt. It was all about destruction, and the creative potential within that."
Malcolm Mclaren
Warning: If you want a silver bullet solution for efficient game making or a step-by-step guide to receiving Indie Game Dev hero worship, you're in the wrong place. Put the book back on the shelf.
Punk Playthings is an antidote to complacency and orthodoxy. Packed with probes and provocations that explore game making through fresh lenses for uncertain times, it challenges gaming monoculture by constructing a trading space for ideas and learning from across domains and cultures. Punk Playthings has zero respect for boundaries between mediums, industries, sectors, specialisms or disciplines. Instead, it challenges you to expand your cultural capital, think laterally and make new connections.
Punk Playthings advocates a truly independent mindset and DIY approach for creating playful experiences with cultural resonance. It proclaims creative entrepreneurship as the true legacy of punk.
Punk Playthings is not for everyone. But it might be for you.
Provocations for 21st Century Game Makers
"Punk was an attitude. It was never about having a Mohican haircut or wearing a ripped T-shirt. It was all about destruction, and the creative potential within that."
Malcolm Mclaren
Warning: If you want a silver bullet solution for efficient game making or a step-by-step guide to receiving Indie Game Dev hero worship, you're in the wrong place. Put the book back on the shelf.
Punk Playthings is an antidote to complacency and orthodoxy. Packed with probes and provocations that explore game making through fresh lenses for uncertain times, it challenges gaming monoculture by constructing a trading space for ideas and learning from across domains and cultures. Punk Playthings has zero respect for boundaries between mediums, industries, sectors, specialisms or disciplines. Instead, it challenges you to expand your cultural capital, think laterally and make new connections.
Punk Playthings advocates a truly independent mindset and DIY approach for creating playful experiences with cultural resonance. It proclaims creative entrepreneurship as the true legacy of punk.
Punk Playthings is not for everyone. But it might be for you.
More details
Language
English
Place of publication
London
United Kingdom
Publishing group
Taylor & Francis Ltd
Target group
Professional and scholarly
Professional Practice & Development
Illustrations
1 s/w Abbildung, 1 farbige Abbildung, 4 s/w Photographien bzw. Rasterbilder, 24 Farbfotos bzw. farbige Rasterbilder
24 Halftones, color; 4 Halftones, black and white; 1 Illustrations, color; 1 Illustrations, black and white
Dimensions
Height: 240 mm
Width: 161 mm
Thickness: 20 mm
Weight
599 gr
ISBN-13
978-1-138-29580-3 (9781138295803)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

E-Book
11/2017
1st Edition
CRC Press
€81.99
Available for download

E-Book
11/2017
CRC Press
€81.99
Available for download

Book
11/2017
1st Edition
CRC Press
€88.90
Shipment within 15-20 days
Persons
Dr Chris Lowthorpe is an award-winning game educator and playful provocateur. He earned his doctorate at the University of Abertay, Dundee - currently Europe's top game school - where he also won the 2014 Innovation in Teaching Award and mentored some of the brightest talents in UK games.
Sean Taylor is an award-winning video game producer with 20 years experience in the field. In 1996, Sean dropped out of college to join the organized chaos of DMA Design - midway through the production of the original Grand Theft Auto - and has been thinking differently about game making ever since.
Sean Taylor is an award-winning video game producer with 20 years experience in the field. In 1996, Sean dropped out of college to join the organized chaos of DMA Design - midway through the production of the original Grand Theft Auto - and has been thinking differently about game making ever since.
Content
Introduction. Ideals over Ideas. Practice Makes the Plan. Remodel the Plan. New Methodologies. New Opportunities. The Art of Design.