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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Latest episode

Jun 18, 2026

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Episodes

James O'Connor, "Untitled Goose Game" (Boss Fight Books, 2025) 18.07.2025

It's a beautiful day in the village, and you are a horrible goose, ready to wreak charming havoc on the weary locals. You'll ruin their gardens, invade their pub, and terrorize their children. What kind of scoundrels would make such a devious game? Before the critical acclaim, the tweets from celebrities, the major awards, the memes, the fan art, and the legion of players, Untitled Goose Game was...

Elliot Lichtman, "The Computer Always Wins: A Playful Introduction to Algorithms through Puzzles and Strategy Games" (MIT Press, 2025) 22.06.2025

In The Computer Always Wins: A Playful Introduction to Algorithms through Puzzles and Strategy Games (MIT Press, 2025), Elliot Lichtman will teach you some of computer science’s most powerful concepts in a refreshingly accessible way: exploring them through word games, board games, and strategy games you already know. Learn recursion by playing tic-tac-toe, efficient search through puzzle games li...

Carly A. Kocurek and Matthew Payne, "Ultima and Worldbuilding in the Computer Role-Playing Game" (Amherst College Press, 2024) 20.06.2025

Ultima and World-Building in the Computer Role-Playing Game (Amherst College Press, 2024) is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its lasting impact on the RPG genre and video game industry. Through archival and popular media sources, examinations of fan communities, and the game itself, this book histor...

Trans Technologies 19.06.2025

How can technology creates new possibilities for transgender people? How do trans experiences, in turn, create new possibilities for technology? Trans Technologies, (MIT Press, 2025) by Dr. Oliver L. Haimson, explores how and why mainstream technologies often exclude or marginalize transgender users. Trans Technologies describes what happens when trans people take technology design into their own...

Dave Cook, "Go Straight: The Ultimate Guide to Side-Scrolling Beat-'Em-Ups" (Bitmap Books, 2022) 31.05.2025

Get ready for the fight of your life in Go Straight: The Ultimate Guide to Side-Scrolling Beat-'Em-Ups (Bitmap Books, 2022). Written by award-winning author Dave Cook, and opening with a foreword by legendary Double Dragon creator, Yoshihisa Kishimoto, this odyssey through bare-knuckle nostalgia features over 200 games spanning 37 years. At over 450 pages, Go Straight takes a deep dive into famili...

Tracy Fullerton and Matthew Farber, "The Well-Read Game: On Playing Thoughtfully" (MIT Press, 2025) 09.05.2025

How players evoke personal and subjective meanings through a new theory of player response.  In The Well-Read Game: On Playing Thoughtfully (MIT Press, 2025), Tracy Fullerton and Matthew Farber explore the experiences we have when we play games: not the outcomes of play or the aesthetics of formal game structures but the ephemeral and emotional experiences of being in play. These are the private s...

Peter Krapp, "Computing Legacies: Digital Cultures of Simulation" (MIT Press, 2024) 05.05.2025

We're pleased to welcome Dr. Peter Krapp, the author of Computing Legacies: Digital Cultures of Simulation (MIT Press, 2024), to the New Books Network.  In Computing Legacies, Peter Krapp explores a media history of simulation to excavate three salient aspects of digital culture. Firstly, he profiles simulation as cultural technique, enabling symbolic work and foregrounding hypothetical literacy....

James Cartlidge, "The Rise of the Roguelite: Inside a Gaming Phenomenon" (CRC Press, 2025) 23.04.2025

The Rise of the Roguelite: Inside a Gaming Phenomenon (CRC Press, 2025) analyzes the wave of roguelite games that have appeared over the past decade, putting them in historical context, informing readers about their development out of and relation to the roguelike genre that inspired them. The book includes discussions of the historical development and significance of roguelites, critical perspect...

Jonathan D. Cohen, "Losing Big: America's Dangerous Sports Gambling Boom" (Columbia Global Reports, 2025) 20.04.2025

In 2018, the United States Supreme Court opened the floodgates for states to legalize betting on sports. Eager for revenue, almost forty states have done so. The result is the explosive growth of an industry dominated by companies like FanDuel and DraftKings. One out of every five American adults gambled on sports in 2023, amounting to $121 billion, more than they spent on movies and video games c...

Connor Jackson, "Zombies, Consumption, and Satire in Capcom's Dead Rising" (Routledge, 2024) 19.04.2025

Zombies, Consumption, and Satire in Capcom's Dead Rising (Routledge, 2024) explores the relationship between video games and satire through an in-depth examination of Capcom’s Dead Rising series, which alludes to, recontextualises, and builds upon George A. Romero’s filmic satire on American consumer culture, Dawn of the Dead. Proposing a taxonomy of videoludic satire, this book details how video...

Milena Droumeva, "Playthrough Poetics: Gameplay as Research Method" (Amherst College Press, 2024) 13.04.2025

Game streamers and live commentators are producing increasingly comprehensive analyses of gameplay, yet scholarship still tends to flatten the experiential media of video games into text for close reading. By shifting focus toward the immersiveness of video games, Playthrough Poetics: Gameplay as Research Method (Amherst, 2024) makes the case for gameplay as a necessary, alternate method. Contribu...

Daryl Fairweather, "Hate the Game: Economic Cheat Codes for Life, Love, and Work" (U Chicago Press, 2025) 12.04.2025

The secret insights of economics, translated for the rest of us. Should I buy or rent? Do I ask for a promotion? Should I tell people I’m pregnant? What salary do I deserve? Should I just quit this job? Common anxieties about life are often grounded in economics. In an increasingly win-lose society, these economic decisions—where to work, where to live, even how to live—have a way of feeling fixed...

Mia Consalvo et al., "Streaming by the Rest of Us: Microstreaming Videogames on Twitch" (MIT Press, 2025) 14.03.2025

The vast majority of people who stream themselves playing videogames online do so with few or no viewers. In Streaming by the Rest of Us: Microstreaming Videogames on Twitch (MIT Press, 2025) Dr. Mia Consalvo, Dr. Marc Lajeunesse, and Dr. Andrei Zanescu investigate who they are, why they do so, and why this form of leisure activity is important to understand. Unlike the esports athletes and stream...

Sarah Stang, et al., "Monstrosity in Games and Play" (Amsterdam UP, 2024) 07.03.2025

Sarah Stang, editor, joins Jana Byars to talk about Monstrosity in Games and Play (Amsterdam UP, 2024). Monsters fascinate us. From ancient folklore to contemporary digital games, they are at the core of the stories we tell. They reflect our fears, deepest desires, and the monstrosity hidden within ourselves. Monsters hold a mirror to our contemporary society and reveal who we truly are.  This edi...

Blair Farrell, "The Avengers in Video Games" (McFarland, 2021) 05.03.2025

For decades, Marvel Comics' superhero group the Avengers have captured the imagination of millions, whether in comics, multi-billion dollar grossing films or video games. Similar to the chronology of the Marvel Cinematic Universe, the Avengers video games first started with titles driven by single characters, like Iron Man, the Hulk, Thor and Captain America. Over time, the games grew to include m...

Kyle Orland, "Minesweeper" (Boss Fight Books, 2023) 04.03.2025

If you had some free time and a Windows PC in the 1990s, your mouse probably crawled its way to Minesweeper, an exciting watch-where-you-click puzzle game with a ticking clock and a ton of “just one more game” replayability. Originally sold as part of a “big box” bundle of simple games, Minesweeper became a cornerstone of the Windows experience when it was pre-installed with every copy of Windows...

Robert Houghton, "The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism" (Boydell & Brewer, 2024) 03.03.2025

Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage wit...

Sam Srauy, "Race, Culture and the Video Game Industry: A Vicious Circuit" (Routledge, 2024) 01.03.2025

My guest today Sam Srauy is an Associate Professor in the Department of Communication, Journalism, and Public Relations at Oakland University, Her research examines race, video games, and the political economy of the video game industry. Srauy’s work appears in various academic journals including Social Media + Society, First Mondays, Games and Culture, and Television and New Media. She teaches co...

Jeff Yoshimi, "Gaming Cancer: How Building and Playing Video Games Can Accelerate Scientific Discovery" (MIT Press, 2025) 27.02.2025

Can experimenting with game design increase our chances of finding a cure for cancer? Cancer is crafty, forcing us to be just as clever in our efforts to outfox it—and we’ve made excellent progress, but is it time for a new play in the playbook?  In Gaming Cancer: How Building and Playing Video Games Can Accelerate Scientific Discovery (MIT Press, 2025), Jeff Yoshimi proposes a new approach to fig...

Shelly Jones and Matthew Wilhelm Kapell, "Beyond the Deck: Critical Essays on Magic, The Gathering and Its Influence" (McFarland, 2023) 20.02.2025

Since its debut in 1993, Magic: The Gathering has grown to be an influential collectible card game, allowing its community of loyal fans to duel each other while enjoying its lore and compelling narratives. Beyond the Deck (McFarland, 2023) focuses on Magic from a variety of disciplinary approaches. Authors explore the innovative game design of Magic, the ludic differences between analog and digit...

René Reinhold Schallegger, "A New Virtual Ethics: Interconnectedness and Interrelationality in Videogames" (McFarland, 2024) 14.02.2025

We are witnessing the collapse of the postwar consensus, the implosion of the caring society. In times of social, economic, and political insecurity, egotism spreads. Many popular videogames follow a logic of consumerist self-gratification and self-empowerment. Deeply political, videogames contribute to the transformation of players, causing a need for change in what game designers do and how and...

Réjane Dreifuss et al., "Live Performance and Video Games: Inspirations, Appropriations and Mutual Transfers" (Transcript Publishing, 2024) 08.02.2025

Narrative strategies, immersion, interaction, participation, identification, multimodality, characters and the connection between physical and fictional or virtual worlds: the fields of inquiry into the complex relationship between live performance and video games are numerous and diverse. For the first time, Live Performance and Video Games: Inspirations, Appropriations and Mutual Transfers (Tran...

Marijam Did, "Everything to Play For: An Insider's Guide to How Videogames are Changing Our World" (Verso, 2024) 03.02.2025

Everything to Play For: How Videogames Are Changing the World (Verso, 2024) by Marijiam Did asks if videogames can achieve egalitarian goals instead of fuelling hyper-materialist, reactionary agendas. Combining cultural theory and materialist critiques with accessible language and personal anecdotes, industry insider Marijam Did engages both novices and seasoned connoisseurs. From the innovations...

Marco Arnaudo, "The Tabletop Revolution: Gaming Reimagined in the 21st Century" (McFarland, 2023) 19.01.2025

The Tabletop Revolution: Gaming Reimagined in the 21st Century (McFarland, 2023) is an overview of the ongoing revolution in tabletop gaming design and culture, which exploded to unprecedented levels of vitality in the 21st century, leading to new ways of creating, marketing, and experiencing a game. Designers have become superstars, publishers have improved quality control, and the community of p...

Jesper Juul, "Too Much Fun: The Five Lives of the Commodore 64 Computer" (MIT Press, 2024) 14.01.2025

The surprising history of the Commodore 64, the best-selling home computer of the 1980s—the machine that taught the world that computing should be fun. The Commodore 64 (C64) is officially the best-selling desktop computer model of all time, according to The Guinness Book of World Records. It was also, from 1985 to 1993, the platform for which most video games were made. But although it sold at le...

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