Author: George Milliken

thoughts on critical play: radical games design by mary flanagan

Recommended reading: Critical Play; Radical Game Design by Mary Flanagan

This blog is a summary of Mary Flanagan’s book Critical Play; Radical Game Design. This was recommended by Dr Tom Brock, who is a Senior Lecturer in Sociology at Manchester Met, after he spoke at the recent Scottish Esports Conference 2024. With the book on order, it was only possible to access the first chapter on Google Scholar. This post is a summary of those initial points but are subject to change with further reading. 

 

Flanagan starts off by identifying games as “a significant cultural medium across a wider range of social, economic, game and gender categories” that are still new and not as valuable as other forms of play. These points might be useful to consider games as art, as media and as play.  

Defining games 

For a definition of games, Flanagan refers to Salen and Zimmerman’s (2003) definition of games as an artificial system with player, rules and a quantifiable outcome or goal. The artificiality of games aligns with Tina Bruce’s ‘12 features of play’ (2020) as ‘possible, alternative, imagined worlds which involve ‘supposing’ and ‘as if’ situations.’  

In addition to these features, Flanagan refers to Greg Costikyan (1994) who says that while ‘stories are inherently linear’ and games are ‘inherently non-linear’ the more a game is story-driven then the more linear and less of a game it becomes. This distinction on linearity would separate games from other media, such as books, film and music in most cases.  

 

Are games play? 

However, the requirement for outcomes puts games at adds with the Scottish Government’s National Play Strategy and another of Bruce’s ‘features of play’.   

The Scottish Government defines play as ‘freely chosen, personally directed and intrinsically motivated. It is performed for no external goal or reward’ (2013). Bruce also makes this distinction between play and games as play does not have ‘externally imposed rules, goals, tasks or a definite direction’ (2020).  

Agreeing that games and play are distinct, there are still valuable similarities worth exploring. Both play and games include their being ‘freely chosen, personally directed’ (Scottish Government, 2013) and being ‘not-work’ and ‘diversionary activities’ (Flanagan, 2009). Flanagan states that games can ‘create cognitive and epistemological environments that position the player or participant with the experiences [of play] in meaningful ways’ (2009). Similarly, Bruce identifies that play “helps children to function in advance of what they can actually do in their real lives. They can drive a car, perform a heart operation, be a shop keeper.” (2020) 

 

Are games art? 

Might games be considered art? Flanagan considers games may be ‘outlets for creative expression, conceptual thinkings or to examine or work through social issues?’ There are similarities between this and another of Bruce’s features of play: “Play is about wallowing in ideas, feelings and relationships and the prowess of the physical body. It helps the process of becoming aware of self in relation to others and the universe. It brings unity and interconnectedness” (2020). 

As well as ‘playing’ games, Flanagan also explores the concept of ‘making for making’s sake’ to distinguish being creative with games from the commercial development that is traditional games design. She considers that games can be ‘a medium of expression but using elements common to games as the materials.’ In his book, The Element, Ken Robinson states that creativity can be thought of as “a conversation between what we’re trying to figure out and the media we are using” (2009). For Robinson it is impossible to separate the idea from the medium because creativity is “about making things […] it always involves using media of some sort to develop ideas” (2009).  

 

Conclusion 

In conclusion, games should be considered distinct from play. This does not devalue their cultural significance – there are many similarities between games and play and we should explore these. Indeed, we may want to explore games as a medium through which to explore ideas, of ourselves, others and the world around us. Realising the Ambition (Education Scotland, 2020) states that: 

The experiences and spaces for play we facilitate for the children should reflect the children’s ideas, aspirations, curiosities and next steps in their learning. It is through play that children learn about themselves and make sense of the world around them.  

In this sense we should certainly encourage games as part of their learning. 

 

 

 

Game Maker

Game Maker

go to Making Games page

GameMaker is a development tool for making 2D games, used by indie developers, professional studios, and educators worldwide. Users can create games for Windows, Mac, Linux, Android, iOS, HTML5, Xbox, PlayStation 5, and Nintendo Switch.

Remember to check with your local authority data security team/officer before registering any learners as users.

Explore tutorials using this link – Learn How To Develop Games 

Find out more about the Game Maker Education license with this link – Teaching Using Game Design 

restore by glitchers - land use game

Restore by Glitchers – a game about land use

Restore by GLITCHERS

 

Restore is part of an academic research project called RestoreID (HORIZON-CL6-2023-BIODIV-01-17). This research project investigates the relationship between nature restoration, biodiversity, and disease prevention. The restore game is led by Dr Brad Duthie and Prof Nils Bunnefeld at the University of Stirling.

The game will take between 5-20 minutes to play, depending on the level that you select. Only your in-game decisions will be recorded for research purposes, and no personal identifiable data will be recorded.

No download or signup required — Restore is compatible with modern browsers like Chrome, Safari and can be played on desktop or mobile. Just visit the itch page to start playing.

Play the game by using this link – Restore by GLITCHERS

playing games

Playing games

go to the Games in Education page

This section aims to support educators to provide opportunities to play games in education. Games are valuable, meaningful and engaging to people of all ages, including children and young people. Play is a valuable and recognised aspect of learning and child development.

Below are links to information, ideas and resources to help educators implement playing games in their setting.

Blackness primary school logo
Digital Schoolhouse: Festival of Play 2025 by Blackness Primary, Dundee City

We were lucky that a parent of a child in our class works with Digital School House and they let us know about the event. There were spaces available and the children were really enthusiastic and keen to go. It would be great to let more schools know about the… Read more

scottish esports schools and colleges survey
Scottish Schools and Colleges Esports Competitions – Expression of Interest

Scottish Esports are the national body for gaming and esports in Scotland and are conducting a survey to assess the viability of a national esports competitions for Scotland’s schools and colleges. This initiative aims to provide a structured competitive framework that supports Curriculum for Excellence, develops learners’ meta-skills, enhances digital… Read more

Island Saver from NatWest

Island Saver is a free-to-play game from NatWest. It is designed to develop children and young people’s understanding of finance, including saving and tax. It can be played on consoles or iPad. Find out more about the game here: Island Saver Wiki  Read more

north lanarkshire council logo
Minecraft Build Battle in North Lanarkshire Council

The Digital School Team at North Lanarkshire Council have shared this summary of their recent work using Minecraft with primary school learners. To find out more get in touch with Alan Cooper Curriculum Manager CooperAl@northlan.gov.uk and Lauren McIntyre Digital Education Support Officer McIntyreLa@northlan.gov.uk at North Lanarkshire Council  All resources and… Read more

restore by glitchers - land use game
Restore by Glitchers – a game about land use

Restore by GLITCHERS   Restore is part of an academic research project called RestoreID (HORIZON-CL6-2023-BIODIV-01-17). This research project investigates the relationship between nature restoration, biodiversity, and disease prevention. The restore game is led by Dr Brad Duthie and Prof Nils Bunnefeld at the University of Stirling. The game will take… Read more

Tinderbox games club
Tinderbox Games Collective

Tinderbox is a collective of young people, musicians, artists and youth workers in Scotland. Their work uses music and the arts to bring people together and strengthen communities, providing exciting opportunities that support young people to build their confidence, skills, self-esteem, and professional experience.  Find out more about Tinderbox here… Read more

engaging and creative activities

Engaging and creative activities

back to learning, teaching and assessment home

Activity

Provide a model to scaffold learning around instead of blank pages:

Word with headings

PP with slides outline

weblinks to read, watch or listen

Continue from last lesson or prior learning at home: 

  • build on a project/document they have started  
  • Add this learning to it  
  • Use feedback tools to guide as it develops and not just final product 

 

Be prepared to go ‘off piste’ if they identify new challenge, opportunity or focus from reading and watching or collaborating  

  • keep their prior learning in document and add this new learning to it 
  •  

Collaboration in group work:

One shared document, folder or blog page

Track changes to evidence who’s contributing what

regulate and check-in: 

  • Timers 
  • Chat 
  • screen breaks 

making resources for your lessons

Making resources for teaching

 back to learning, teaching and assessment home

A well-crafted resource should be considered an important part of learning. Resources should be structured to convey meaning clearly with concise, bulleted text, alongside meaningful images or data representations and with lots of ‘white space’ on the screen.

When presenting new information or ideas, educators should keep it clear and concise to reduce cognitive load on learners. 

Presentations or videos should be short and succinct. This goes for the visual, audio and text presented. Below are principles to follow when designing teaching materials and resources.

Educators can use presentations to explain ideas or videos to demonstrate skills. Google Slides and Microsoft PowerPoint are available in glow.


Checking learner understanding throughout the lesson

Educators can use quizzes to check learner understanding. Google and Microsoft Forms are available in glow.

 

 

 

Educators can use collaborative spaces, such as Microsoft Whiteboard to share and group ideas using ‘post-its’. to check the understanding of a group of learners. Microsoft Whiteboard is available in glow.

 

 

 

checking learners' understanding

Checking learners’ understanding

back to learning, teaching and assessment home

Using assessment to check learner understanding can be a useful starting point in a lesson. Checking understanding at the start of a lesson can support progression and coherence – that lessons take account of prior learning.

Working with learners to develop learning intentions and success criteria makes clear what they are learning and how they might achieve it. The Education Endowment Foundation classes metacognition as a highly effective and well-evidenced approach to making significant progress in learning. 

Checking learner understanding at the start of the lesson

Educators can use quizzes to check learner understanding. Google and Microsoft Forms are available in glow.

Educators can use collaborative spaces, such as Microsoft Whiteboard to share and group ideas using ‘post-its’. to check the understanding of a group of learners. Microsoft Whiteboard is available in glow.

Educators might build on the flipped learning approach by providing learners with the opportunity to present their learning from home. Google Slides and Microsoft PowerPoint are available in glow.

Share learning intentions and success criteria with learners

Educators can communicate learning intentions and success criteria with learners using the chat/posts function in Classroom or Teams. Google Classroom and Microsoft Teams are available in glow.

 

Educators can create a rubric that explains what the learning intention is and what different levels of success might look like. These can be shared with learners so that they are clear on their outcomes. They can also be used by educators to provide quick feedback to learners. Google Classroom and Microsoft Teams are available in glow.