The MIT Press

Engineering Play

A CULTURAL HISTORY OF CHILDREN’S SOF T WARE

Mizuko Ito

“In Engineering Play, Ito challenges conventional
wisdom on how we think about, develop, and
use technology to foster
children’s education. Her
research is robust, in-depth,
and brilliantly interdisciplin-
ary. Now that this book is
widely available, it will alter
teaching and research on
children’s play, learning,
and new media for the next
decade. A ground-breaking
book.” — Ellen Seiter, author
of The Internet Playground

The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning • 224 pp., 34 illus., $24.95 cloth

Critical Play

RADICAL GAME DESIGN

Mary Flanagan

“In Critical Play, Flanagan uncovers a secret history of
games buried deep inside folk culture, experimental
media, and the world of
art. Critical Play should
be required reading for
anyone who cares about
the cultural importance and
future potential of games.”
— Eric Zimmerman, game
designer and co-author of
Rules of Play

336 pp., 116 illus., $29.95 cloth

Communities of Play

EMERGEN T CULTURES IN MULTIPLAYER GAMES AND VIRTUAL WORLDS

Celia Pearce and Artemesia forewords by Tom Boellstor ; and Bonnie A. Nardi

“Celia Pearce takes us beyond the novelty and spec-
tacle of online virtual environments by combining
penetrating ethnographic
observation with the
discerning eye of a richly
creative designer. Commu-
nities of Play
is a compelling
guide to the lived experi-
ence of virtual worlds and
to the design strategies
that can support or thwart
community by a;ording or
restricting expressive play.”

— Janet H. Murray, author of Hamlet on the Holodeck 336 pp., 67 illus., $29.95 cloth

Expressive Processing DIGI TAL FIC TIONS, COMPU TER GAMES, AND SOF T WARE STUDIES

Acting with Technology

Noah Wardrip-Fruin

AC TIVIT Y THEORY AND INTERAC TION DESIGN

Victor Kaptelinin and Bonnie A. Nardi

“With elegance and clarity, Acting with Technology outlines a theoretical perspective that helps interaction design meet its future.” — Sampsa Hyysalo,

Center for Activity Theory and Developmental Work

Research, University of Helsinki

“This book feels like a major step for ward towards developing a critical language and framework for understanding interactive media. By zeroing in on the relationship between what’s happening on the machine versus what’s happening in the brain, Noah brings tremendous clarity to what can seem like a daunting subject.” — Will Wright, co-founder of Maxis, designer of SimCity, The Sims, and Spore

Acting with Technology series • 352 pp., 17 illus., $18 paper

Soft ware Studies series • 480 pp., 29 illus., $34.95 cloth Now in Paper

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