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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

Jun 18, 2026

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Episodes

C. Thi Nguyen, "Games: Agency as Art" (Oxford UP, 2020) 04.10.2022

Games are a unique art form. Games work in the medium of agency. Game designers tell us who to be and what to care about during the game. Game designers sculpt alternate agencies, and game players submerge themselves in those alternate agencies. Thus, the fact that we play games demonstrates the fluidity of our own agency. We can throw ourselves, for a little while, into a different and temporary...

Esther Wright, "Rockstar Games and American History: Promotional Materials and the Construction of Authenticity" (de Gruyter, 2022) 13.09.2022

For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar’s franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses. But what...

Don’t Hate the Player: The World of E-Sports 26.08.2022

On this episode of Darts and Letters, we took a personal journey into virtual sport. Listen in as guest host (and regular lead producer) Jay Cockburn gets ready to enter the world of e-sports, with a lesson in Super Smash Bros from a top player and professional coach. Find out why he won’t make it (spoiler alert: he doesn’t have that reaction time he used to); but also, find out why he might not w...

Peter Winkler, "Mathematical Puzzles" (A K Peters, 2020) 23.08.2022

Peter Winkler has been collecting mathematical puzzles since childhood. He has had published two previous collections, and recently he compiled his largest curated collection to date. Mathematical Puzzles (A K Peters, 2021) also takes an alluring new approach to the genre: In the Roman-numbered front matter, 300+ puzzles are presented, roughly in order of increasing difficulty. Fuller discussions...

Save the Whales: The Addictive Psychology Behind Video Games 23.08.2022

We’ll save the Moby Dick puns for the episode itself, but suffice it to say that sinister game developers are on a whale hunt. This episode, originally published last fall, is about the sophisticated psychological tactics they use to hunt and capture their prey. Free to play mobile games as glorified slot machines, in-game purchases even for triple-A titles, game design that keep gamers hooked to...

Moral Kombat: How Mortal Kombat Caused Moral Outrage 22.08.2022

You can learn much about a media and political culture by examining when it panics, and who it panics about. And we’ve always panicked about video games, from the early arcades until this very day. Whether you are a prudish Christian conservative, or a concerned liberal-minded paternalist, demonizing video games has long been good politics. On this episode: guest host and lead producer Jay Cockbur...

The Revolution Will Not Be Streamed: The Intellectual Culture of Twitch Streamers 03.08.2022

It was billed as “the biggest event in the history of the terminally online.” A debate: socialism vs. capitalism. On your left side, the esteemed Marxist economist Richard Wolff. On your right, a StarCraft player-turned-online intellectual: Steven Bonnel II, better known as Destiny. But this debate didn’t take place on TV, or in a university debate club… it was on Twitch.tv. The online streaming p...

Felix Schniz, "Genre and Video Game: Introducing an Impossible Taxonomy" (Springer, 2021) 26.07.2022

Felix Schniz's book Genre and Video Game: Introducing an Impossible Taxonomy (Genre und Videospiel: Einführung in eine unmögliche Taxonomie) explains video game genres as multidimensional and deeply mutable concepts enacted by the interplay of three dimensions: In addition to the hybrid approaches of genre theory, fiction genre and game genre, there are also social components that shape the gaming...

Samuel Ulbricht, "Ethics of Computer Gaming: A Groundwork" (Palgrave MacMillan, 2022) 08.07.2022

Today I talked to Samuel Ulbricht about his book Ethics of Computer Gaming: A Groundwork (Palgrave MacMillan, 2022). Despite the increasing number of gamers worldwide, the moral classification of computer gaming marks an as yet unsolved riddle of philosophical ethics. In view of the explosive nature of the topic in everyday life (as seen in various debates about rampages), it is obvious that a dif...

Rachael Hutchinson and Jérémie Pelletier-Gagnon, "Japanese Role-Playing Games: Genre, Representation, and Liminality in the JRPG" (Lexington Books, 2022) 27.06.2022

Rachael Hutchinson and Jérémie Pelletier-Gagnon's edited volume Japanese Role-Playing Games: Genre, Representation, and Liminality in the JRPG (Lexington Books, 2022) examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North Amer...

John Wills, "Gamer Nation: Video Games and American Culture" (Johns Hopkins UP, 2019) 15.06.2022

In 1975, design engineer Dave Nutting completed work on a new arcade machine. A version of Taito's Western Gun, a recent Japanese arcade machine, Nutting's Gun Fight depicted a classic showdown between gunfighters. Rich in Western folklore, the game seemed perfect for the American market; players easily adapted to the new technology, becoming pistol-wielding pixel cowboys. One of the first success...

Mindy Capaldi, "Teaching Mathematics Through Games" (American Mathematical Society, 2021) 10.05.2022

Games are an established aide in pre-college mathematics education. Meanwhile, innumerable popular books have investigated the mathematics of games. In a new edited volume for the AMS/MAA Classroom Resource Materials Series, topologist and NSF educational program director Mindy Capaldi and contributors join advanced topics with innovative lesson designs in possibly the first book of game-based mat...

Thomas Haigh and Paul E. Ceruzzi, "A New History of Modern Computing" (MIT Press, 2021) 30.03.2022

In A New History of Modern Computing (MIT Press, 2021), Thomas Haigh and Paul Ceruzzi trace changes leading to the computer becoming a ubiquitous technology. Over the past fifty years, the computer has been transformed from a hulking scientific super tool and data processing workhorse, remote from the experiences of ordinary people to a diverse family of devices that billions rely on to play games...

Grant Tavinor, "The Aesthetics of Virtual Reality" (Routledge, 2021) 28.01.2022

When philosophers have approached virtual reality, they have almost always done so through the lens of metaphysics, asking questions about the reality of virtual items and worlds, about the value of such things, and indeed, about how they may reshape our understanding of the “real” world. Grant Tavinor finds that approach to be fundamentally mistaken, and that to really account for virtual reality...

Kurt Squire, "Making Games for Impact" (MIT Press, 2021) 26.10.2021

Digital games for learning are now commonplace, used in settings that range from K–12 education to advanced medical training. In Making Games for Impact (MIT Press, 2021), Kurt Squire examines the ways that games make an impact on learning, investigating how designers and developers incorporate authentic social impact goals, build a team, and work with experts in order to make games that are effec...

Joseph P. Laycock, "Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds" (U California Press, 2015) 26.07.2021

The 1980s saw the peak of a moral panic over fantasy role-playing games such as Dungeons and Dragons. A coalition of moral entrepreneurs that included representatives from the Christian Right, the field of psychology, and law enforcement claimed that these games were not only psychologically dangerous but an occult religion masquerading as a game. Dangerous Games: What the Moral Panic over Role-Pl...

Alyssa Goldstein Sepinwall, "Slave Revolt on Screen: The Haitian Revolution in Film and Video Games" (UP of Mississippi, 2021) 22.07.2021

Michel-Rolph Trouillot wrote that “the silencing of the Haitian Revolution is only a chapter within a narrative of global domination. It is part of the history of the West and it is likely to persist, even in attenuated form, as long as the history of the West is not retold in ways that bring forward the perspective of the world.” Alyssa Goldstein Sepinwall’s Slave Revolt on Screen: The Haitian Re...

Roopika Risam and Kelly Baker Josephs, "The Digital Black Atlantic" (U Minnesota Press, 2021) 05.07.2021

How can scholars use digital tools to better understand the African diaspora across time, space, and disciplines? And how can African diaspora studies inform the practices of digital humanities? These questions are at the heart of this timely collection of essays about the relationship between digital humanities and Black Atlantic studies, offering critical insights into race, migration, media, an...

Annelise Heinz, "Mahjong: A Chinese Game and the Making of Modern American Culture" (Oxford UP, 2021) 24.06.2021

Mahjong: many have played the game, but few are familiar with its rich and complex history. In Mahjong: A Chinese Game and the Making of Modern American Culture (Oxford University Press, 2021), Annelise Heinz (University of Oregon) follows this beloved pastime from the International Settlement in Shanghai, to the detention facilities on Angel Island Immigration Station, to Wright-Patterson Air For...

Mary Pilon, "The Monopolists: Obsession, Fury, and the Scandal Behind the World's Favorite Board Game" (Bloomsbury, 2015) 17.05.2021

The inside story of the world's most famous board game-a buried piece of American history with an epic scandal that continues today. The Monopolists: Obsession, Fury, and the Scandal Behind the World's Favorite Board Game (Bloomsbury, 2015) reveals the unknown story of how Monopoly came into existence, the reinvention of its history by Parker Brothers and multiple media outlets, the lost female or...

Jonas Peters and Nicolai Meinshausen, "The Raven's Hat: Fallen Pictures, Rising Sequences, and Other Mathematical Games" (MIT Press, 2021) 02.04.2021

Games have been of interest to mathematicians almost since mathematics became a subject. In fact, entire branches of mathematics have arisen simply to analyze certain games. The Raven's Hat: Fallen Pictures, Rising Sequences, and Other Mathematical Games (MIT Press, 2021) does something very different, and something that I think listeners will find intriguing – it uses games in order to explain ma...

J. Rosenhouse, "Games for Your Mind: The History and Future of Logic Puzzles" (Princeton UP, 2020) 25.01.2021

Jason Rosenhouse's Games for Your Mind: The History and Future of Logic Puzzles (Princeton UP, 2020) is about a panoply of logic puzzles. You’ll find Mastermind and sudoku discussed early on, and then you’ll be hit with an incredible array of some of the most intriguing logic puzzles that have ever been devised. Some will be familiar to you, but some will almost certainly be brain-teasers you have...

C. Thi Nguyen, "Games: Agency as Art" (Oxford UP, 2020) 10.11.2020

Monopoly, Solitaire, football and Minecraft are all games, but for C. Thi Nyugen they are also an art form – specifically, the art form of agency, our capacity to set goals and pursue them. In Games: Agency as Art (Oxford UP, 2020), Nguyen argues that a game designer sculpts agency by specifying the goals and abilities of the potential player – what the player should care about and what their abil...

Cailin O’Connor, "Games in the Philosophy of Biology" (Cambridge UP, 2020) 10.07.2020

The branch of mathematics called game theory – the Prisoners Dilemma is a particularly well-known example of a game – is used by philosophers, social scientists, and others to explore many types of social relations between humans and between nonhuman creatures. In Games in the Philosophy of Biology (Cambridge University Press, 2020), Cailin O’Connor introduces the basics of game theory and its par...

William Gibbons, "Unlimited Replays: Video Games and Classical Music" (Oxford UP, 2018) 06.08.2019

Video games are a significant part of popular entertainment in the twenty-first century. From Words with Friends to Grand Theft Auto, most people spend at least some of their leisure time with video games. In his book, Unlimited Replays: Video Games and Classical Music (Oxford University Press, 2018), William Gibbons examines the intersection between video games and classical music. From close rea...

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