New Books Network
New Books in Game Studies
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
Nick Jones, "Gooey Media: Screen Entertainment and the Graphic User Interface" (Edinburgh UP, 2023) 15.03.2024 1:00:34
The Graphic User Interface, or GUI, is the adhesive centre of today’s screen entertainment web. From films and television to apps and videogames, it holds together a multitude of media and shapes the way they are accessed, organised, created, consumed, and manipulated. However, it does not do so without leaving viscous traces, and Gooey Media: Screen Entertainment and the Graphic User Interface (E...
Peter D. McDonald, "Run and Jump: The Meaning of the 2D Platformer" (MIT Press, 2024) 15.03.2024 22:06
How abstract design decisions in 2D platform games create rich worlds of meaning for players. Since the 1980s, 2D platform games have captivated their audiences. Whether the player scrambles up the ladders in Donkey Kong or leaps atop an impossibly tall pipe in Super Mario Bros., this deceptively simple visual language has persisted in our cultural imagination of video games. In Run and Jump: The...
Poppy Wilde, "Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities" (Routledge, 2023) 02.03.2024 26:42
Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities (Routledge, 2023) explores the relationship between avatar and gamer in the massively multiplayer online roleplaying game World of Warcraft, to examine notions of entangled subjectivity, affects, and embodiments – what it means and how it feels to be posthuman. With a focus on posthuman subjectivity, Wilde considers how we can begin t...
Stefano Gualeni, "The Clouds: An Experiment in Theory-Fiction" (Routledge, 2023) 24.01.2024 20:28
On a slow autumn afternoon, an atmospheric physicist working at the Malta Weather Station receives a surprising email from a colleague working in the United Kingdom: something troubling has apparently been detected during one of their research flights. The ensuing meteorological mystery is the starting point for the science fiction novella The Clouds (Routledge, 2023). Alongside the novella, this...
Hartmut Koenitz, "Understanding Interactive Digital Narrative: Immersive Expressions for a Complex Time" (Routledge, 2023) 19.01.2024 22:07
This remarkably clearly written and timely critical evaluation of core issues in the study and application of interactive digital narrative (IDN) untangles the range of theories and arguments that have developed around IDN over the past three decades. Looking back over the past 30 years of theorizing around interactivity, storytelling, and the digital across the fields of game design/game studies,...
Cross-Cultural Research on Gaming and “Gaming Disorder” 19.01.2024 26:52
In 1998 the phrase “internet addiction” was first used to describe problematic prolonged internet use, and encompassed a wide range of online activities including reading news, connecting in chat rooms, viewing pornography, and gambling. Since then, particular focus has been placed on internet gaming, and in 2022 the World Health Organization’s International Classification of Diseases (11th editio...
David B. Nieborg and Maxwell Foxman, "Mainstreaming and Game Journalism" (MIT Press, 2023) 15.01.2024 34:07
Why games are still niche and not mainstream, and how journalism can help them gain cultural credibility. Mainstreaming and Game Journalism (MIT Press, 2023) addresses both the history and current practice of game journalism, along with the roles writers and industry play in conveying that the medium is a “mainstream” form of entertainment. Through interviews with reporters, David B. Nieborg and M...
Emma Reay, "The Child in Videogames: From the Meek, to the Mighty, to the Monstrous" (Palgrave Macmillan, 2023) 20.12.2023 29:17
Drawing across Games Studies, Childhood Studies, and Children’s Literature Studies, Emma Reay's book The Child in Videogames: From the Meek, to the Mighty, to the Monstrous (Palgrave Macmillan, 2023) redirects critical conversations away from questions of whether videogames are ‘good’ or ‘bad’ for child-players and towards questions of how videogames produce childhood as a set of social roles and...
Robert Houghton, "Playing the Middle Ages: Pitfalls and Potential in Modern Games" (Bloomsbury, 2023) 07.12.2023 25:33
The Middle Ages have provided rich source material for physical and digital games from Dungeons and Dragons to Assassin's Creed. Playing the Middle Ages: Pitfalls and Potential in Modern Games (Bloomsbury, 2023) addresses the many ways in which different formats and genre of games represent the period. It considers the restrictions placed on these representations by the mechanical and gameplay req...
Chad Randl and D. Medina Lasansky, "Playing Place: Board Games, Popular Culture, Space" (MIT Press, 2023) 09.11.2023 37:34
An essay collection exploring the board game's relationship to the built environment, revealing the unexpected ways that play reflects perceptions of space. Board games harness the creation of entirely new worlds. From the medieval warlord to the modern urban planner, players are permitted to inhabit a staggering variety of roles and are prompted to incorporate preexisting notions of placemaking i...
Peter Nelson, "Computer Games As Landscape Art" (Palgrave Macmillan, 2023) 06.11.2023 36:44
Peter Nelson's book Computer Games As Landscape Art (Palgrave Macmillan, 2023) proposes that computer games are the paradigmatic form of contemporary landscape and offers a synthesis of art history, geography, game studies and play. Like paint on canvas, the game engine is taken as the underlying medium, and using the Valve Source Engine as the primary case study, it analyses landscapes according...
Gabe Durham, "The Legend of Zelda: Majora's Mask" (Boss Fight Books, 2020) 26.10.2023 59:07
For the third anniversary of the Asian Review of Books podcast, I wanted to do something a little different today—and talk about another one of my hobbies, video games. For video game players of—let’s call them the elder millennial set and older—there’s something special about the final dozen or so years of the 20th century. The Super Nintendo, the Sega Genesis, the Nintendo 64 and the Sony PlaySt...
Ben Whaley, "Toward a Gameic World: New Rules of Engagement from Japanese Video Games" (U Michigan Press, 2023) 02.10.2023 47:21
Ben Whaley’s Toward a Gameic World: New Rules of Engagement from Japanese Video Games (U Michigan Press 2023) examines the pathbreaking engagement strategies of four Japanese video games produced between 2002 and 2015. Each of these “persuasive games” deploys a distinct strategy of engagement to push players to engage with real-world social issues and traumas: Disaster Report (2002) takes on natur...
Federico Alvarez Igarzábal, "Time and Space in Video Games: A Cognitive-Formalist Approach" (Transcript, 2020) 23.09.2023 43:57
Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In Time and Space in Video Games: A Cognitive-Formalist Approach (Transcript, 2020), Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay...
Marc Bonner, "Open World Structures: Architecture, Urban and Natural Landscape in the Computer Game" (Büchner-Verlag, 2023) 07.09.2023 45:48
What role do algorithms play in the construction of images and the representation of the world and weather in computer games? How does the design of rooms, levels and topographies influence the decisions and behavior of the players? Is Brutalism the first genuine architectural style of computer games? What is the importance of landscape gardens and national parks in structuring game worlds? How is...
Stefan Heinrich Simond, "Pixelated Madness: The Construction of Mental Illnesses and Psychiatric Institutions in Video Games" (Hülsbusch, 2023) 23.08.2023 27:55
The relationship between madness and video games has been notoriously tense. In an abundance of titles, stereotypes and stigmatisations can be found—not only regarding the mentally ill, but also psychiatry as a discipline. Sequences of electroshock therapy come to mind, mutated patients, and homicidal maniacs. But where do we go from here? And what lies beyond the criticism of how mental illnesses...
Betty Adamou, "Games and Gamification in Market Research: Increasing Consumer Engagement in Research for Business Success" (Kogan Page, 2018) 31.07.2023 54:12
Games are the most engaging medium of all time: they harness storytelling and heuristics, drive emotion and push the evolution of technology in a way that no other platform has or can. It's no surprise, then, that games and gamification are revolutionizing the market research industry, offering opportunities to reinvigorate the notoriously sluggish engagement levels seen in traditional surveying m...
Codename Revolution: The Nintendo Wii Platform 26.07.2023 20:33
The Nintendo Wii, introduced in 2006, helped usher in a moment of retro-reinvention in video game play. This hugely popular console system, codenamed Revolution during development, signaled a turn away from fully immersive, time-consuming MMORPGs or forty-hour FPS games and back toward family fun in the living room. Players using the wireless motion-sensitive controller (the Wii Remote, or “Wiimot...
Aaron A. Reed, "50 Years of Text Games: From Oregon Trail to AI Dungeon" (2023) 19.07.2023 37:18
50 Years of Text Games: From Oregon Trail to A.I. Dungeon is an extensively researched book chronicling the first half-century of interactive fiction: video games made from words. Covering one text game released in each year from 1971 to 2020, in-depth chapters dive into classics like Zork, Trade Wars, and Hitchhiker's Guide; beloved fan games like Galatea and Photopia; wild experiments from Dwar...
The Art of Failure: An Essay on the Pain of Playing Video Games 11.07.2023 15:39
We may think of video games as being "fun," but in The Art of Failure, Jesper Juul claims that this is almost entirely mistaken. When we play video games, our facial expressions are rarely those of happiness or bliss. Instead, we frown, grimace, and shout in frustration as we lose, or die, or fail to advance to the next level. Humans may have a fundamental desire to succeed and feel competent, but...
Making Democracy Fun: How Game Design Can Empower Citizens and Transform Politics 29.06.2023 15:21
Anyone who has ever been to a public hearing or community meeting would agree that participatory democracy can be boring. Hours of repetitive presentations, alternatingly alarmist or complacent, for or against, accompanied by constant heckling, often with no clear outcome or decision. Is this the best democracy can offer? In Making Democracy Fun, Josh Lerner offers a novel solution for the sad sta...
The War on Learning: Gaining Ground in the Digital University 27.06.2023 16:28
Behind the lectern stands the professor, deploying course management systems, online quizzes, wireless clickers, PowerPoint slides, podcasts, and plagiarism-detection software. In the seats are the students, armed with smartphones, laptops, tablets, music players, and social networking. Although these two forces seem poised to do battle with each other, they are really both taking part in a war on...
Academic Chat: "Detention" and Other Horror Videogames: Avatars, Memory and Trauma 24.06.2023 35:38
The host of this episode, Adina Zemanek, interviewed Chee-Hann Wu, who obtained her PhD in Drama and Theatre from the University of California, Irvine and UC San Diego. They talked about the following themes: horror videogames in Taiwan and historical trauma; the potential roles of such games for local and international audiences, and thus for Taiwan's cultural diplomacy; traditional puppetry and...
Lars de Wildt, "The Pop Theology of Videogames: Producing and Playing with Religion" (Amsterdam UP, 2023) 22.06.2023 35:46
Young people in the West are more likely to encounter religion in videogames than in places of worship like churches, mosques or temples. Lars de Wildt interviews developers and players of games such as Assassin’s Creed to find out how and why the Pop Theology of Videogames is so appealing to modern audiences. Based on extensive fieldwork, Lars de Wildt's book The Pop Theology of Videogames: Produ...
Works of Game: On the Aesthetics of Games and Art 18.06.2023 14:58
Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes--to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of vi...
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