Research Projects
Tiltfactor instigates, provokes, and inspires change. Our lab is home to many research projects which creatively disrupt the norm by using an approach we call “critical play.” Our mission is to research and develop software, events, experiences, and artifacts that create rewarding, compelling interactions. In most of our works, we invite public participation. Often, these situations involve play and games. With a multidimensional focus on inventive game design for social change, human values in the design process, and sustainability, our team seeks to create imaginative interventions for critical thinking and social change. Our ultimate goals are to bring dialogue and action to the forefront and to help people explore what is possible for themselves and their communities.




Funded by Microsoft; Partner with NYU, Columbia, RIT, Parsons, Brookyn Polytechnic, and CUNY.

Publications
Tiltfactor makes games, but we also study and theorize about them. We publish our thinking in scientific journals, books, humanities journals and proceedings, education conferences, and more.
Changing Beliefs and Behavior Through Experience-Taking
Journal of Personality and Social Psychology, March 26, 2012.
Preventing a POX Among the People? A Design Case Study of a Public Health Game
Proceedings of DiGRA 2011 Conference: Think Design Play, Hilversum, Netherlands.
Belman, J., Nissenbaum, H., Flanagan, M., and Diamond, J.
Grow-A-Game: A Tool for Values Conscious Design and Analysis of Digital Games
Proceedings of DiGRA 2011 Conference: Think Design Play, Hilversum, Netherlands.
Belman, J. and Flanagan, M.
Exploring the Creative Potential of Values Conscious Design: Students’ Experiences with the VAP Curriculum.
Eludamos: Journal for Computer Game Culture
Belman, J. and Flanagan, M.
Designing Games to Foster Empathy.
Cognitive Technology, 14(2).
Instructional Methods and Curricula for Values Conscious Design.
Loading: The Official Journal of the Canadian Games Studies Association, 3(4).Flanagan, M. and Lotko, A.
Anxiety, Openness, and Activist Games: A Case Study for Critical Play.
Proceedings of the Digital Games Research Association, Uxbridge UK, 2009.
Design Heuristics for Activist Games.
Beyond Barbie to Mortal Kombat. C. Heeter and Y. Kafai (eds). Cambridge: MIT Press 2008.Flanagan, M., Howe, D., and Nissenbaum, H.
Values in Design: Theory and Practice” (pdf)
In Information Technology and Moral Philosophy, Jeroen van den Hoven and John Weckert (eds.) Cambridge: Cambridge University Press, 2008.
The Sims: Suburban Utopias
Borries, Friedrich von, Walz, Steffen P., Böttger, Matthias (eds.) Space Time Play. Synergies Between Computer Games, Architecture and Urbanism, Birkhäuser Publishing, Basel Boston Berlin, 2007.Plass, J. L, Goldman, R., Flanagan, M., Diamond, J., Dong, C., Looui, S., Hyuksoon Song, H., Rosalia, C., and Perlin, K.
RAPUNSEL: How a computer game designed based on educational theory can improve girls’ self-efficacy and self-esteem.Proceedings of the American Educational Research Association, Chicago, April 2007.Flanagan, M.
Locating Play and Politics: Real World Games and Political Action.
Proceedings of the Digital Arts and Culture Conference, Perth Australia, Dec 2007.Flanagan, M., Nissenbaum, H., Diamond, J., and Belman, J.
A Method for Discovering Values in Digital Games.Full paper presented at Situated Play DiGRA ’07 (Tokyo, JP September 24-28, 2007).Flanagan, M. and Nissenbaum, H.
A Game Design Methodology to Incorporate Activist Themes.Proceedings of the CHI 2007 conference, 28 April – May 3, San Jose, California.Flanagan, M. and Nissenbaum, H.
A Game Design Methodology to Incorporate Social Activist Themes.Proceedings of CHI 2007. New York, NY: ACM Press, 181 – 190.Flanagan, M. and Looui, S.
Rethinking the F Word: A Review of Activist Art on the Internet.
National Women’s Studies Association Journal (Special Issue: Feminist Activist Art) 19:1, Spring 2007, 181-200.
Feminist Art Activist Roundtable
National Women’s Studies Association Journal (Special Issue: Feminist Activist Art) 19:1, Spring 2007.
My Profile, Myself in Playculture.
Exploring Digital Artefacts . Johan Bornebusch and Patrik Hernwall, Editors. M3 Publication, 2006, 20-29.Flanagan, M.
Making Games for Social Change.
AI & Society: The Journal of Human-Centered Systems. Springer London: Springer, 20:1, January 2006.Flanagan, M.
The ‘Nature’ of Networks: Space and Place in the Silicon Forest.
Nature et progrès : interactions, exclusions, mutations. Ed. Pierre Lagayette. Paris : Presses de l’Université. Paris-Sorbonne, 2006.
New Design Methods for Activist Gaming
Proceedings from DiGRA 2005, 16-20 June, Vancouver, BC, Canada.Flanagan, M.
Troubling ‘Games for Girls’: Notes from the Edge of Game Design.
Proceedings from DiGRA 2005, 16-20 June, Vancouver, BC, Canada.Flanagan, M., Howe, D.C., and Nissenbaum, H.
Values at Play: Design Tradeoffs in Socially-Oriented Game Design
Proceedings of the CHI 2005 conference on Human factors in computing systems. CHI 2005, 2-7 April, Portland, Oregon. New York: ACM Press.
Developing Virtual Performance Spaces.
American Puppetry. Ed. Phyllis T. Dircks. New York: Theatre Library Association, 2004.
Une Maison de Poupee Virtuelle Capitaliste? The Sims: Domesticite, Consommation, et Feminite.
Consommations & Sociétés: Cahiers pluridisciplinaire sur la consommation et l’interculturel. Ed. Mélanie Roustan et Dominique Desjeux.Flanagan, M.
the bride stripped bare to her Data: information flow and digibodies.
in Data Made Flesh, Thurtle et al. 2003.Flanagan, M.
Next Level: Women’s Digital Activism through Gaming.
Digital Media Revisited. Edited by Andrew Morrison, Gunnar Liestøl & Terje Rasmussen. Cambridge: MIT Press, 2003, 359 – 388.Flanagan, M.
Response to Celia Pearce: About Computer Gaming.
First Person. Ed. Noah Wardrip-Fruin and Pat Harrigan. Cambridge: MIT Press, 2003.
Hyperbodies, Hyperknowledge: Women in Games, Women in Cyberpunk, and Strategies of Resistance.
reload: rethinking women + cyberculture . Cambridge: MIT Press, 2002, 425-454.
Culture Machine 3 – Virologies: Culture and Contamination. Eds. David Boothroyd and Gary Hall. 2001.
navigable narratives: gender +narrative spatiality in virtual worlds.
Art Journal. 59:3, Fall 2000, 74 – 85.
Mobile Identities, Digital Stars, & Post-Cinematic Selves.
Wide Angle: Issue on Digitality & the Memory of Cinema. 21:3, 1999.Flanagan, M.
Digital Stars Are Here to Stay.
convergence: the journal of research into new media technologies.
Eds. Julia Knight + Alexis Weedon, University of Luton.Flanagan, M.
Mobile Identities, Digital Stars, & Post-Cinematic Selves.
Wide Angle: Issue on Digitality & the Memory of Cinema. 21:3, 1999.















































