Critical Play is a concept theorized by Mary Flanagan in her book Critical Play: Radical Game Design (2009). It describes a mode of game design and play in which games are treated not merely as entertainment, but as tools for conceptual thinking and social change. Flanagan argues that alternative games designed by artists and activists can challenge the normative assumptions embedded in the game industry.

The concept is grounded in a historical lineage of “subversive play,” ranging from Dadaist puppet theater and board games to contemporary computer games such as The Sims, where domestic space can be reconfigured. In this framework, critical play becomes a theoretical basis for embedding political and social issues into game design, including gender, colonialism, global poverty, and AIDS. It also supports practices that critique the machoism and violence often associated with commercial games from within their own structures.

Critical Play is closely related to avant-garde traditions that use play to disrupt institutional and social norms, and it overlaps with practices such as appropriation and ludic mutation, where existing game systems or aesthetics are repurposed to produce new meanings.