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New Books in Game Studies

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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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Latest episode

Oct 20, 2026

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Episodes

Designing Historical Games for Classrooms: A Practical Guide for Educators with Jeremiah McCall (Routledge, 2026) 20.10.2026

Designing Historical Games for Classrooms: A Practical Guide for Educators   (Routledge, 2026) is a complete introductory guide for designing analog games and interactive choice‑based historical texts for history classes. It is designed to support educators who want to design games or who want to guide and assess student game‑making projects in history class. The chapters in this book le...

How Dungeons and Dragons Changed the Way We Play with Aaron Trammell (Duke UP, 2026) 16.10.2026

First released in 1974, Dungeons & Dragons revolutionized game design and interactive media by allowing players to create and perform their own fictional characters in a fantasy world as expansive as their imaginations would allow. That freedom, and the rules that governed it, weren’t a creative coincidence. In  How Dungeons & Dragons Changed the Way We Play   (Duke University Pr...

Soviet Blocks: The Bizarre Puzzle of How Tetris Embraced Western Values with Julien Mailland (MIT Press, 2026) 05.10.2026

A geopolitical and legal history of the bestselling videogame Tetris—the stunningly successful game that began in a Soviet research lab monitored by the KGB. Tetris—the game that would take the world by storm—was formally introduced to the West in 1987, at a time when Soviet technology exports were minimal and the Berlin Wall was still standing strong. Far from being a capitalist cultural product,...

The Player and the Played: From Gamed Capitalism to 21st-Century Fascism with Max Haiven (MIT Press, 2026) 28.09.2026

A provocative examination of the ways our economy has been rigged by financialization, and the importance of games to our dangerous political moment. In an age when capitalism feels like an unwinnable game, extreme reactionary ideas and politics are on the rise. The Hunger Games, Game of Thrones, Squid Game and much of reality TV are cultural reflections of a society of relentless, lonely competit...

David I. Waddington, "The Hidden Curriculum of Video Games" (McGill-Queen's UP, 2026) 22.07.2026

Despite decades of inflammatory rhetoric, the real risk of video games lies not in their violent imagery but in the ethical and political sensibilities they normalize. Video games reward speed, efficiency, control, and meritocratic mastery, training players to align with a technolibertarian worldview - one that celebrates individual will, technological power, and skepticism toward collective forms...

Daniel L. Gardner, "Thresholds of Digital Gameplay" (MIT Press, 2025) 21.07.2026

Contemporary digital gameplay is only accessible by navigating an ecosystem of interfaces that support its computational nature. Account logins, controllers, and an assortment of menus, settings, and other peripheral-to-gameplay elements support a range of practical and necessary functions that result from the transformation of gameplay into digital gameplay, as well as broader shifts toward an i...

Stefan Höltgen et al., "Commodore 64: Past, Present, and Future of a Home Computer" (Projekt Verlag, 2026) 20.07.2026

The Commodore 64 is the most significant computer of its era. From 1982 to 1994, a total of 27 million units were sold—more than any other computer from a single manufacturer afterwards. Due to its widespread use as well as its techni­cal features, the C64 has a huge international following—even to this day. The 19 contributions compiled in Commodore 64: Past, Present, and Future of a Home Computer...

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...

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