New Books Network

New Books in Game Studies

Leisure EN ↓ 160 episodes

This podcast is a channel on the New Books Network. The New Books Network is an academic audio library dedicated to public education. In each episode you will hear scholars discuss their recently published research with another expert in their field. Discover our 150+ channels and browse our 28,000+ episodes on our website: ⁠ newbooksnetwork.com ⁠ Subscribe to our free weekly Substack newsletter to get informative, engaging content straight to your inbox: ⁠ https://newbooksnetwork.substack.com/ ⁠ Follow us on Instagram and Bluesky to learn about more our latest interviews: @newbooksnetwork

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New Books Network

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Latest episode

Jun 18, 2026

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Episodes

Alexander Vandewalle, "Characters and Characterization in Mythological Video Games" (Bloomsbury, 2026) 18.06.2026

The first book-length study on mythology reception in video games, Characters and Characterization in Mythological Video Games (Bloomsbury, 2026) examines how video games characterize mythological characters from the perspectives of classical reception and game studies. Characters are vital to most stories, and many video games. They allow us to enter the fiction of a game, and facilitate our embo...

Aditya Deshbandhu, "The 21st Century in 100 Games" (Routledge, 2024) 09.06.2026

The 21st Century in 100 Games (Routledge India, 2024) is an interactive public history of the contemporary world. It creates a ludological retelling of the 21st century through 100 games that were announced, launched and played from the turn of the century. Aditya Deshbandhu is Senior Lecturer of Communications, Digital Media Sociology at the University of Exeter, UK. A researcher of video game st...

Amy Thomas, "Copyright, Contract, and Video Games: Terms of Play" (Hart Publishing, 2026) 29.05.2026

Copyright, Contract, and Video Games: Terms of Play (Hart Publishing, 2026) uncovers how video game contracts act as monologues of power, moulding players to align with proprietary ideologies. In the era of interactive technologies, the player emerges as a vital yet curiously overlooked figure. While copyright law governs the creation and distribution of these technologies, it sidesteps the playe...

Stephanie Farnsworth, "Games That Haunt Us: Gothic Game Space as a Living Nightmare" (Bloomsbury, 2026) 28.04.2026

Games That Haunt Us: Gothic Game Space as a Living Nightmare (Bloomsbury, 2026) is an examination of how the Gothic appears in game space to interrogate an area of substantial importance to contemporary games, with a focus on environments, bodies, and defining the Gothic in games. The Gothic, both as a literary and videogame genre has increased in prominence amongst literature, media, and culture...

Heather Shay, "Identity Building Among Role-Playing Gamers: Slaying Goblins in the Real World" (Bloomsbury, 2025) 27.04.2026

In Identity Building Among Role-Playing Gamers: Slaying Goblins in the Real World (Bloomsbury 2025), Heather Shay draws from 19 months of participant-observation and 20 in-depth interviews with players. She found that gamers derive significant social and psychological benefits from table-top role-playing games-not least in that players often feel the hobby makes them better people. Playing these g...

Michał Mycka, "Games User Research Cookbook: Tools and Techniques for Better Player Experience" (CRC Press, 2026) 19.04.2026

This book offers a comprehensive and practical guide to Games User Research (GUR). Blending theory and hands-on experience, it walks readers through methods, tools, and techniques tailored to the real-world constraints of small and medium-sized game development studios to support them in delivering better player experiences. The book is divided into three parts. Part one introduces core concepts t...

Peter D. McDonald, "The Impossible Reversal: A History of How We Play" (U Minnesota Press, 2026) 11.04.2026

Tracing the cultural history of play--from Fluxus to SimCity Games and gamified activities have become ubiquitous in many adults' lives, and play is widely valued for fostering creativity, community, growth, and empathy. But how did we come to our current understanding of what it means to play? The Impossible Reversal: A History of How We Play charts the transformation of notions of playfulness be...

Carlin Wing, "Bounce: Balls, Walls, and Bodies in Games and Play" (MIT Press, 2026) 11.03.2026

Bounce: Balls, Walls, and Bodies in Games and Play (MIT Press, 2026) follows an array of bouncing balls through the histories of nonelectronic and electronic games, across the spectrum of play, game, and sport, and into the domains of physics, material science, animation, and computing. The book’s focus on bounce sidesteps the focus on play found in much of the game studies literature and broadens...

Kaitlin Tremblay, "Life is Strange" (Boss Fight Books, 2026) 09.03.2026

Despite its time travel mechanics, high stakes, and pulpy murder plot, Don’t Nod Entertainment’s 2015 adventure game Life is Strange stood out from most video games with its unapologetic emphasis on queer romance and friendships. Yet for all the game’s specificity, players around the world found something of themselves in its protagonist, Max Caulfield, a perceptive yet insecure teen photographer...

Victor Navarro-Remesal, "Zen and Slow Games" (MIT Press, 2026) 03.03.2026

A deep dive into the reflective modes of playfulness in video games. Slowness and reflectiveness have always been part of the video game medium, though they have been used very differently throughout its history. In Zen and Slow Games (MIT Press, 2026), Víctor Navarro-Remesal challenges the dominant discourse of action and quick reflexes in video games to offer an analysis of reflectiveness as a...

Miguel Sicart, "Playing Software: Homo Ludens in Computational Culture" (MIT Press, 2023) 02.03.2026

The play element at the heart of our interactions with computers—and how it drives the best and the worst manifestations of the information age. Whether we interact with video games or spreadsheets or social media, playing with software shapes every facet of our lives. In Playing Software: Homo Ludens in Computational Culture (MIT Press, 2023), Miguel Sicart delves into why we play with computers,...

Raiford Guins, "King PONG: How Atari Bounced Across Markets to Make Millions" (MIT Press, 2026) 20.02.2026

PONG is one of the longest- and most consistently circulating video games. Released in 1972, it remains at our fingertips as Android or iOS app, hosted at freepong.org and the Internet Archive, and even released as A Tiny Game of Pong for the Apple Watch. Despite its simplicity and ubiquity, Atari’s PONG encapsulates far more than the history of a video game and an iconic game company. King PONG:...

Charlotte Reber, "Dragon Age II" (Boss Fight Books, 2026) 20.02.2026

Rushed through development in just a year to capitalize on the runaway success of its predecessor, Dragon Age II's writing team had only a few months to write an entire game before handing it off to voice acting and development. The result was an often ramshackle sequel featuring a smaller world, fewer companions, and repetitive quests—as well as some of the best characters, dialogue, and storytel...

Rob Gallagher, "Artgames after GamerGate" (Palgrave Macmillan, 2025) 06.02.2026

Videogame culture is obsessed with development. But gaming is still widely associated with wasted time, squandered potential and backwards attitudes. Even as the average gamer grows older, the medium remains dogged by the same old question: when will videogames grow up? The Gamergate movement lent this question renewed urgency, launching attacks on feminists and “social justice warriors” that have...

Federico Alvarez Igarzábal and Emmanuel Guardiola, "Video Games and Mental Health: Perspectives of Psychology and Game Design" (Transcript Publishing, 2024) 31.01.2026

How do video games and mental health intersect from the perspectives of psychology and game design? In recent years, the topic of mental health has gained tremendous importance for the games industry, affecting both the applied and entertainment games sectors. The former draws from established practices in diagnostics, digital medicine, therapy, and self-help to develop innovative and accessible t...

Chaim Gingold, "Building SimCity: How to Put the World in a Machine" (MIT Press, 2024) 15.12.2025

Building SimCity explores the history of computer simulation by chronicling one of the most influential simulation games ever made: SimCity. As author Chaim Gingold explains, Will Wright, the visionary designer behind the urban planning game, created SimCity in part to learn about cities, appropriating ideas from traditions in which computers are used as tools for modeling and thinking about the w...

Adrienne Domasin ed., "The Psychgeist of Pop Culture: The Last of Us" (Playstory Press, 2025) 23.11.2025

The Psychgeist of Pop Culture: The Last of Us (Playstory Press, 2025) explores the psychological themes at the heart of The Last of Us franchise. Authors from media, culture, and fandom studies explore how trauma, grief, morality, survival, and revenge shape the story’s characters and influence their choices. This book examines these themes across both video games (The Last of Us and The Last of...

Jessica Doyle and Jordan Ferguson, "Dance Dance Revolution" (Boss Fight Books, 2025) 03.11.2025

On September 26, 1998, a video game made its debut in Japanese arcades. It was over seven feet tall and weighed just over 900 pounds. It had no characters, no story, no quests to fulfill or bosses to beat. What it had was a metal platform on which you were supposed to stand, put your feet into the right place at the right time, and dance. Join two music critics, long-ago players, and Sota Fujimori...

Kawika Guillermo, "Of Floating Isles: On Growing Pains and Video Games" (Arsenal Pulp Press, 2025) 22.09.2025

An immersive journey into the author's lifelong attachment to video games, revealing how they shape us, shatter us, and give us the courage to start again Of Floating Isles: On Growing Pains and Video Games (Arsenal Pulp Press, 2025) is a captivating collection of personal essays that unpack the mystifying and often intimate roles that video games play in our lives. Interweaving memoir with cult...

Alisha Karabinus et al. eds., "Historiographies of Game Studies: What It Has Been, What It Could Be" (Punctum Books, 2025) 17.09.2025

Historiographies of Game Studies: What It Has Been, What It Could Be (Punctum Books, 2025) offers a first-of-its-kind reflection on how game studies as an academic field has been shaped and sustained. Today, game studies is a thriving field with many dedicated national and international conferences, journals, professional societies, and a strong presence at conferences in disciplines like computer...

Julien Mailland on "The Game That Never Ends: How Lawyers Shape the Videogame Industry" 15.09.2025

Peoples & Things host, Lee Vinsel, talks with Julien Mailland, Associate Professor of Media Management, Law, and Policy at The Media School of Indiana University Bloomington, about his book, The Game That Never Ends: How Lawyers Shape the Videogame Industry. The book examines key moments, beginning in the 1970s, in which legal decisions influenced how the videogame industry worked, how law shaped...

Kenneth Jones, "African American Males and Video Games: How Gaming Technology Can Motivate and Enhance Learning" (Myers Education, 2025) 10.08.2025

African American males are confronted with formidable barriers in their pursuit of quality education, resulting in stark disparities in academic performance, economic opportunities, and social outcomes. Despite numerous educational initiatives striving for parity, African American males persistently bear the brunt of the highest rates of suspensions, expulsions, and dropout rates, surpassing all o...

Nathan Wainstein, "Grant Us Eyes: The Art of Paradox in Bloodborne" (2025) 08.08.2025

Grant Us Eyes is a book-length close reading of Bloodborne by literary critic Nathan Wainstein (LA Review of Books, Cartridge Lit, American Book Review). Grant Us Eyes situates the game’s oft-discussed difficulty in relation to a much longer tradition of difficult art – surrealist painting, the modernist novel, etc. Wainstein probes the difficulty of Bloodborne’s fragmented narrative, the difficul...

Dom Ford, "Mytholudics: Games and Myth" (de Gruyter, 2025) 05.08.2025

Dom Ford joins Jana Byars to talk about Mytholudics: Game and Myth (DeGruyter Brill, 2025). Games create worlds made of many different elements, but also of rules, systems and structures for how we act in them. So how can we make sense of them? Mytholudics: Games and Myth lays out an approach to understanding games using theories from myth and folklore. Myth is taken here not as an object but as a...

Cameron Kunzelman, "The World is Born from Zero: Understanding Speculation and Video Games" (de Gruyter, 2022) 23.07.2025

The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman (Mercer University, Macon, Georgia, USA) argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furth...

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