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
Author
New Books Network
Category
Podcast website
Latest episode
Jun 18, 2026
Where to listen?
Podcasts in the app Replaio Radio Coming soonPodcasts are coming to the app soon. Install now and be the first to see a whole new take on podcasts
Episodes
Zhouxiang Lu, "A History of Competitive Gaming" (Routledge, 2022) 12.06.2023 31:58
Competitive gaming, or esports - referring to competitive tournaments of video games among both casual gamers and professional players - began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022, the estimated revenue of the global esports industry is in excess of $947 million, with over 200 m...
Brendan Keogh, "The Videogame Industry Does Not Exist: Why We Should Think Beyond Commercial Game Production" (MIT Press, 2023) 11.06.2023 59:58
The videogame industry, we're invariably told, is a multibillion-dollar, high-tech business conducted by large corporations in certain North American, European, and East Asian cities. But most videogames today, in fact, are made by small clusters of people working on shoestring budgets, relying on existing, freely available software platforms, and hoping, often in vain, to rise to stardom—in short...
Ida Yoshinaga et al., "Uneven Futures: Strategies for Community Survival from Speculative Fiction" (MIT Press, 2022) 11.06.2023 54:11
Essays on speculative/science fiction explore the futures that feed our most cherished fantasies and terrifying nightmares, while helping diverse communities devise new survival strategies for a tough millennium. The explosion in speculative/science fiction (SF) across different media from the late twentieth century to the present has compelled those in the field of SF studies to rethink the commu...
Karen Schrier, "We the Gamers: How Games Teach Ethics and Civics" (Oxford UP, 2021) 11.05.2023 33:26
Ethics and civics have always mattered, but perhaps they matter now more than ever before. Recently, with the rise of online teaching and movements like #PlayApartTogether, games have become increasingly acknowledged as platforms for civic deliberation and value sharing. We the Gamers: How Games Teach Ethics and Civics (Oxford UP, 2021) explores these possibilities by examining how we connect, com...
Jason C. Cash and Craig T. Olsen, "The World of Final Fantasy VII: Essays on the Game and Its Legacy" (McFarland, 2023) 07.05.2023 42:17
Final Fantasy VII altered the course of video game history when it was released in 1997 on Sony's PlayStation system. It converted the Japanese role-playing game into an international gaming standard with enhanced gameplay, spectacular cutscenes and a vast narrative involving an iconic cast. In the decades after its release, the Final Fantasy VII franchise has grown to encompass a number of video...
Justin L. Bergner, "Solving the Price Is Right: How Mathematics Can Improve Your Decisions On and Off the Set of America's Celebrated Game Show" (Prometheus Books, 2023) 19.04.2023 51:27
The Price is Right is television's longest-running game show. Since its inception in 1956, contestants have won cars, tropical vacations, diamond jewelry, even a live horse, and the hosts' excited catchphrase "come on down!" has become part of our everyday vernacular. Part of the program's enduring appeal is the apparent ease of the game, guessing the cash value of certain prizes. But, if that's t...
Jeffrey G. Snodgrass, "The Avatar Faculty: Ecstatic Transformations in Religion and Video Games" (U California Press, 2023) 28.03.2023 55:21
The Avatar Faculty: Ecstatic Transformations in Religion and Video Games (University of California Press, 2023) creatively examines the parallels between spiritual and digital activities to explore the roles that symbolic second selves—avatars—can play in our lives. The use of avatars can allow for what anthropologists call ecstasy, from the Greek ekstasis, meaning "standing outside oneself." The...
Larisa Grollemond and Bryan C. Keene, "The Fantasy of the Middle Ages: An Epic Journey through Imaginary Medieval Worlds" (Getty, 2022) 27.03.2023 1:01:43
This abundantly illustrated book is an illuminating exploration of the impact of medieval imagery on three hundred years of visual culture. From the soaring castles of Sleeping Beauty to the bloody battles of Game of Thrones, from Middle-earth in The Lord of the Rings to mythical beasts in Dungeons & Dragons, and from Medieval Times to the Renaissance Faire, the Middle Ages have inspired artists,...
Felix Zimmermann, "Virtual Realities: Atmospheric Experience of the Past in Digital Games (Büchner-Verlag, 2023) 26.03.2023 34:36
Today I talked to Felix Zimmermann about his book Virtual Realities: Atmospheric Experience of the Past in Digital Games (Virtuelle Wirklichkeiten: Atmosphärisches Vergangenheitserleben im Digitalen Spiel (Büchner-Verlag, 2023) Atmospheres are everywhere: at the workplace, in the soccer stadium, in front of the crackling fireplace. They shape our everyday language and have become quite natural exp...
Mary Flanagan and Mikael Jakobsson, "Playing Oppression: The Legacy of Conquest and Empire in Colonialist Board Games" (MIT Press, 2023) 16.03.2023 48:28
Playing Oppression: The Legacy of Conquest and Empire in Colonialist Board Games (MIT Press, 2023) by Dr. Mary Flanagan & Dr. Mikael Jakobsson is a striking analysis of popular board games' roots in imperialist reasoning—and why the future of play depends on reckoning with it. Board games conjure up images of innocuously enriching entertainment: family game nights, childhood pastimes, cooperative...
Stefano Gualeni and Riccardo Fassone, "Fictional Games: A Philosophy of Worldbuilding and Imaginary Play" (Bloomsbury, 2023) 12.03.2023 46:02
What role do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the reader will never watch or play? Combining perspectives from philosophy, literature and game studies, Fictional Games: A Philosophy of Worldbuilding and Imaginary Play (Bloomsbury, 2023) provides the first in-depth investigation into the significance of games in fictional worlds. With e...
Miguel Sicart, "Playing Software: Homo Ludens in Computational Culture" (MIT Press, 2023) 08.03.2023 1:01:13
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,...
Jacob Birken, "Video Games: Digital Image Cultures" (Verlag Klaus Wagenbach, 2022) 19.02.2023 1:32:33
Let's plays are among the most popular genres on YouTube. The visual worlds of video games shape the worldviews of millions. Gaming is a hobby and a mass spectacle. For a long time, the history of video games was primarily one of technical progress: from pixelated figures in 2D to increasingly convincing illusions of reality in games like Control. At the same time, independent game worlds emerge,...
Jeremiah McCall, "Gaming the Past: Using Video Games to Teach Secondary History" (Routledge, 2022) 07.02.2023 49:29
Gaming the Past: Using Video Games to Teach Secondary History (Routledge, 2022) is a complete handbook to help pre-service teachers, current teachers, and teacher educators use historical video games in their classes to develop critical thinking skills. It focuses on practical information and specific examples for integrating critical thinking activities and assessments using video games into clas...
Christopher Bartel, "Video Games, Violence, and the Ethics of Fantasy: Killing Time" (Bloomsbury, 2020) 14.01.2023 44:28
Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral acts. But should players worry about the morality of their virtual actions? A common argument is that games offer merely the virtual representation of violence. No one is actually harmed by committing a violent act in a game. So, it cannot be morally wrong to pe...
Jeffrey Carpenter and Andrea Robbett, "Game Theory and Behavior" (MIT Press, 2022) 14.01.2023 23:55
Jeffrey Carpenter and Andrea Robbett's book Game Theory and Behavior (MIT Press, 2022) is an introduction to game theory that offers not only theoretical tools but also the intuition and behavioral insights to apply these tools to real-world situations. This introductory text on game theory provides students with both the theoretical tools to analyze situations through the logic of game theory and...
Harald Koberg, "Free Play: Digital Gaming and the Longing for Effectiveness" (Büchner-Verlag, 2021) 13.01.2023 58:03
What needs are satisfied in digital gaming? And what does the shift of these need satisfactions into the digital space say about the social realities in which they are embedded? Harald Koberg lets gamers themselves have their say and follows their traces of the described fascinations and passions in his latest book Free Play: Digital Gaming and the Longing for Effectiveness (Freies Spiel: Digitale...
Kelly I. Aliano, "The Performance of Video Games: Enacting Identity, History and Culture Through Play" (McFarland, 2022) 17.12.2022 41:23
When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the a...
Robert Houghton, "Teaching the Middle Ages through Modern Games: Using, Modding and Creating Games for Education and Impact" (de Gruyter, 2022) 04.12.2022 44:14
Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to le...
Melissa Kagen, "Wandering Games" (MIT Press, 2022) 04.12.2022 51:36
In Wandering Games (MIT Press, 2022), Melissa Kagen analyzes wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death. Wandering in games can be a theme, a formal mode, an aesthetic metaphor, or a player action. It can mean walking, escaping, traversing, meandering, or returning. Kagen introduces the concept of “wandering games,” exploring the uses...
Adam Crowley, "Representations of Poverty in Videogames" (Palgrave MacMillan, 2022) 11.11.2022 1:02:32
Adam Crowley's book Representations of Poverty in Videogames (Palgrave MacMillan, 2022) argues that digital games address contemporary, middle-class anxieties about poverty in the United States. The early chapters consider gaming as a modern form of slumming and explore the ways in which titles like The Elder Scrolls V: Skyrim and World of Warcraft thematize poverty. The argument turns to the fiel...
Andrei Nae, "Immersion, Narrative, and Gender Crisis in Survival Horror Video Games" (Routledge, 2021) 26.10.2022 51:43
Andrei Nae's book Immersion, Narrative, and Gender Crisis in Survival Horror Video Games (Routledge, 2021) investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a...
Adrian Hon, "You've Been Played: How Corporations, Governments, and Schools Use Games to Control Us All" (Basic Books, 2022) 25.10.2022 43:33
Warehouse workers pack boxes while a virtual dragon races across their screen. If they beat their colleagues, they get an award. If not, they can be fired. Uber presents exhausted drivers with challenges to keep them driving. China scores its citizens so they behave well, and games with in-app purchases use achievements to empty your wallet. Points, badges, and leaderboards are creeping into every...
Christopher Lukman, "Control Machines: Toward a Dispositive Theory of Computer Games" (Lit Verlag, 2022) 11.10.2022 30:28
Today I talked to Christopher Lukman about his new book Control Machines: Toward a Dispositive Theory of Computer Games (Lit Verlag, 2022). In light of its immense popularity, a critical examination of the medium of the videogame is due. This particular anthology – Control Machines. Computergames and the theory of the dispositifs – works on a theory of the 'dispositif' of the videogame and is thus...
How to Play Poker Like the Pros: A Conversation with Jonathan Little 10.10.2022 1:12:49
At the age of 18, Jonathan Little opened an online poker account with a $50 deposit. By age 21, he had about $350,000 in his account. In this episode of the Entrepreneurship and Leadership Podcast, Jonathan Little explains how he was able to parlay his poker hobby into a profession by keeping his expenses low and saving his winnings. This frugality allowed Jonathan to play in bigger games and main...
Similar podcasts
Replaio is not a podcast publisher; show names, artwork and audio belong to their authors and are distributed through public RSS feeds.