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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New Books Network

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Leisure

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Latest episode

Jun 18, 2026

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Episodes

Alex Wade, “Playback: A Genealogy of 1980s British Videogames” (Bloomsbury Academic, 2018) 23.03.2018

In his book Playback: A Genealogy of 1980s British Videogames (Bloomsbury Academic, 2018), Alex Wade examines the culture of bedroom coding, arcades, and format wars in 1980s Britain. Wade interviews gamers, developers and journalists to better understand the cultural habitus of early gaming. Wade expertly explores the bedroom culture of early coders, examining the ways in which games were copied...

Alfie Bown, “The Playstation Dreamworld” (Polity, 2017) 20.12.2017

How can Lacan help us to understand the subversive potential of video games? In The Playstation Dreamworld (Polity, 2017), Alfie Bown, Assistant Professor of Literature at HSMC, Hong Kong, explores this and many other questions of the modern condition. The book offers an accessible overview of key psychoanalytic theories to understand the video game, in particular the video game experience and its...

Phillip Penix-Tadsen, “Cultural Code: Video Games and Latin America” (MIT Press, 2016) 14.03.2016

Symbols have meanings that change depending upon the cultural context. But how do we discuss symbols, their meanings, and their cultural contexts without an adequate vocabulary? Phillip Penix-Tadsen, assistant professor of Spanish at the University of Delaware and author of the new book Cultural Code: Video Games and Latin America (MIT Press, 2016), offers insight in to how culture is signified in...

Nathan Altice, “I Am Error: The Nintendo Family Computer-Entertainment System Platform” (MIT Press, 2015) 23.12.2015

The genre of “platform studies” offers both researchers and readers more than an examination of the technical machinations of a computing system. Instead, the family of methodologies presents a humanist exploration of digital media from the perspective of the platform itself. That is, this approach contemplates the social, economic and cultural influence and significance of the technology. Althoug...

Colin Milburn, “Mondo Nano: Fun and Games in the World of Digital Matter” (Duke UP, 2015) 27.10.2015

Colin Milburn’s wonderful new book looks carefully and imaginatively at the relationship between nanotechnology and play. Mondo Nano: Fun and Games in the World of Digital Matter (Duke University Press, 2015) considers the many ways in which the research methods of nanotech and related fields blend with the practices of gaming, fiction, and fantasy in a world where scientists become gamers and gam...

Randy Nichols, “The Video Game Business” (British Film Institute, 2014) 16.08.2015

Video games have become an important cultural and economic force in our media environment. In his new book, The Video Game Business (British Film Institute, 2014), scholar Randy Nichols provides an overview of the increasingly diverse global market for video games. Nichols locates the origins of the video game industry back to the dawn of the computer age in the 1960s. He then explores the emergen...

Vincent Vergonjeanne: French Online and Board Games Entrepreneur 09.07.2015

Sam and Richard introduce Vincent Vergonjeanne, a French entrepreneur who takes us through how he built a successful ninety-person video game company, why he escaped it and moved to Krakow, and how he finally created his dream company producing beautiful, world-class video games, “One game at a time.” Vincent’s Linkedin Kobojo EveryDayIPlay About your host - Richard Lucas Richard is a business and...

John Sharp, “Works of Game: On the Aesthetics of Games and Art” (MIT Press, 2015) 01.06.2015

That games, particularly video games, could be viewed as art should come as no surprise. And yet, a debate exists over what is and should be considered art with respect to games. In his new book, Works of Game: On the Aesthetics of Games and Art (MIT Press, 2015), John Sharp offers context for the discussion of games and art. To do so, Sharp presents case studies of “Game Art,” “Art Games,” and “A...

Mark Carnes, “Minds on Fire: How Role-Immersion Games Transform College” (Harvard UP, 2014) 24.09.2014

“All classes are sorta boring” (p. 19). This statement is one that college students might believe, along with many of their professors, but not Dr. Mark Carnes, author of Minds on Fire: How Role-Immersion Games Transform College (Harvard University Press, 2014). In Carnes’ book, he describes a new type of learning and classroom pedagogy called “Reacting”, where students take control of the class b...

Nick Yee, “The Proteus Paradox: How Online Games and Virtual Worlds Change Us-and How They Don’t” (Yale UP, 2014) 11.04.2014

The image of online gaming in popular culture is that of an addictive pastime, mired in escapism. And the denizens of virtual worlds are thought to be mostly socially awkward teenaged boys. In his new book The Proteus Paradox: How Online Games and Virtual Worlds Change Us-and How They Don’t (Yale University Press, 2014), Nick Yee asserts that the common stereotypes of gaming and gamers are not, an...

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