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Smart Travel: Upgrade Your Getaways

1 Cash or Miles? The 2025 Points Valuations That Could Change How You Travel 42:36
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Get fresh NerdWallet data on what your points and miles are really worth in 2025 — and why the answer might change how you book travel. Should you take a $650 flight voucher or 32,500 miles? How much are your points and miles actually worth? Hosts Sally French and Meghan Coyle break down the latest NerdWallet valuations to help you make smarter redemption choices. But first, they cover the week’s biggest travel headlines, including Southwest Airlines’ new partnership with EVA Air, Frontier’s companion certificate promotion and status match, and JetBlue opening up award bookings with Condor Airlines. Then, travel Nerd Craig Joseph joins Meghan to discuss NerdWallet’s latest airline, hotel, and credit card point valuations, with tips and tricks on comparing loyalty programs, maximizing transfer partners, and deciding when cash is more valuable than points. They also discuss the impact of devaluations, how close-in bookings can save you points, and why premium cabins can sometimes offer outsized redemption value. Plus: Craig’s hot take on airport lounges. Card benefits, terms and fees can change. For the most up-to-date information about cards mentioned in this episode, read our reviews: Is the Frontier Airlines World Mastercard Worth Its Annual Fee? https://www.nerdwallet.com/article/travel/is-the-frontier-airlines-world-mastercard-worth-its-annual-fee Citi Strata Credit Card Review: Solid Rewards for No Annual Fee https://www.nerdwallet.com/reviews/credit-cards/citi-strata Citi Double Cash Review: A Solid Choice for Everyday Spending https://www.nerdwallet.com/reviews/credit-cards/citi-double-cash Citi Custom Cash Card Review: Low-Maintenance 5% Cash Back https://www.nerdwallet.com/reviews/credit-cards/citi-custom-cash Citi Strata Premier: Big Rewards Across Top Spending Categories https://www.nerdwallet.com/reviews/credit-cards/citi-strata-premier Is the New Alaska Atmos Summit Card Worth a $395 Annual Fee? https://www.nerdwallet.com/article/travel/is-the-alaska-airlines-atmos-summit-card-worth-its-annual-fee Resources discussed in this episode: Airline Miles vs. Cash Calculator https://www.nerdwallet.com/article/travel/calculator-should-you-book-a-flight-with-cash-or-miles How Much Are Travel Points and Miles Worth in 2025? https://www.nerdwallet.com/article/travel/airline-miles-and-hotel-points-valuations Want even more tips and tricks to get the most out of your travel dollars? Subscribe to TravelNerd , our free newsletter designed to help you crack the code on spending less on your travel. In this episode, the Nerds discuss: points and miles valuation, airline miles value, hotel points value, credit card points value, Southwest EVA Air partnership, Frontier Companion Certificate, JetBlue Condor award booking, Citi American Airlines transfer, Amex Membership Rewards value, Capital One points value, Bilt points value, Hyatt points value, Hilton points value, Marriott points value, Wyndham points value, IHG points value, Alaska miles value, JetBlue points value, American Airlines miles value, United miles value, Southwest points value, Virgin Atlantic miles value, ANA miles value, Avianca LifeMiles value, best way to use Amex points, best way to use Citi points, best way to use Capital One points, use cash or points for flights, last minute award flight value, premium cabin redemption value, economy flight points value, airline devaluation, hotel point devaluation, cash vs points travel booking, when to transfer credit card points, how to maximize travel rewards, and NerdWallet points and miles calculator. Learn more about your ad choices. Visit megaphone.fm/adchoices…
New Books in Game Studies
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Konten disediakan oleh New Books Network. Semua konten podcast termasuk episode, grafik, dan deskripsi podcast diunggah dan disediakan langsung oleh New Books Network atau mitra platform podcast mereka. Jika Anda yakin seseorang menggunakan karya berhak cipta Anda tanpa izin, Anda dapat mengikuti proses yang diuraikan di sini https://id.player.fm/legal.
Interviews with scholars of game studies about their books.
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142 episode
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Konten disediakan oleh New Books Network. Semua konten podcast termasuk episode, grafik, dan deskripsi podcast diunggah dan disediakan langsung oleh New Books Network atau mitra platform podcast mereka. Jika Anda yakin seseorang menggunakan karya berhak cipta Anda tanpa izin, Anda dapat mengikuti proses yang diuraikan di sini https://id.player.fm/legal.
Interviews with scholars of game studies about their books.
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142 episode
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New Books in Game Studies
1 Kawika Guillermo, "Of Floating Isles: On Growing Pains and Video Games" (Arsenal Pulp Press, 2025) 30:19
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An immersive journey into the author's lifelong attachment to video games, revealing how they shape us, shatter us, and give us the courage to start again Of Floating Isles: On Growing Pains and Video Games (Arsenal Pulp Press, 2025) is a captivating collection of personal essays that unpack the mystifying and often intimate roles that video games play in our lives. Interweaving memoir with cultural critique, Kawika Guillermo explores the subtle yet transformative influences of video games in shaping them as a queer and mixed-race grandson of two preachers; as a traveller, immigrant, and games scholar; and as a father, caregiver, and mourner. Through a mixture of fanciful musing, rigorous inquiry, and unflinching self-reflection, Of Floating Isles reframes the gamer's retreat from others not as social isolation, but as a quest for a different community, one where they feel seen, heard, and understood. This deep-seated longing to belong, Guillermo suggests, forms the imaginative worlds of video games and the floating isles they conjure. By exploring their own lifelong attachment to video games, Guillermo shows how games can spark rage, confusion, and the desire to escape, but these emotions are not necessarily bad - they are the growing pains that many young people must work through. So too can games provide reflective realms to dwell, to imagine, and to build spaces for queer, trans, racialized, and neurodiverse groups. Envisioning games as forms of poetic interaction, Of Floating Isles boldly conveys their truth-telling powers: their ability to offer guidance in times of loss and hardship, and their power to reveal the oppressive mechanisms of our "real" world. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Alisha Karabinus et al. eds., "Historiographies of Game Studies: What It Has Been, What It Could Be" (Punctum Books, 2025) 27:01
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Historiographies of Game Studies: What It Has Been, What It Could Be (Punctum Books, 2025) offers a first-of-its-kind reflection on how game studies as an academic field has been shaped and sustained. Today, game studies is a thriving field with many dedicated national and international conferences, journals, professional societies, and a strong presence at conferences in disciplines like computer science, communication, media studies, theater, visual arts, popular culture, and others. But, when did game studies start? And what (and who) is at the core or center of game studies? Fields are defined as much by what they are not as by what they are, and their borderlands can be hotly contested spaces. In this anthology, scholars from across the field consider how the boundaries of game studies have been established, codified, contested, and protected, raising critical questions about who and what gets left out of the field. Over more than two dozen chapters and interviews with leading figures, including Espen Aarseth, Kishonna Gray, Henry Jenkins, Lisa Nakamura, Kentaro Matsumoto, Ken McAllister, and Janet Murray, the contributors offer a dazzling array of insightful provocations that address the formation, propagation, and cultivation of game studies, interrogating not only the field’s pasts but its potential futures and asking us to think deliberately about how academic fields are collectively built. Alisha Karabinus (she/her) is Assistant Professor of Writing and Digital Studies at Grand Valley State University. Carly A. Kocurek (she/her) is Professor of Digital Humanities and Media Studies at the Illinois Institute of Technology. Cody Mejeur (they/them) is Assistant Professor of Game Studies at University at Buffalo, SUNY. Emma Vossen (she/her) is an Assistant Professor of Game Studies in the Department of Digital Humanities at Brock University, Canada. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Julien Mailland on "The Game That Never Ends: How Lawyers Shape the Videogame Industry" 1:10:25
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Peoples & Things host, Lee Vinsel, talks with Julien Mailland, Associate Professor of Media Management, Law, and Policy at The Media School of Indiana University Bloomington, about his book, The Game That Never Ends: How Lawyers Shape the Videogame Industry . The book examines key moments, beginning in the 1970s, in which legal decisions influenced how the videogame industry worked, how law shaped business and technology strategy and vice versa. The conversation touches on the book’s three major themes: intellectual property, freedom of speech, and international law. The pair also discuss Mailland’s new project, a geopolitical history of the best-selling videogame of all time, Tetris. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Kenneth Jones, "African American Males and Video Games: How Gaming Technology Can Motivate and Enhance Learning" (Myers Education, 2025) 20:01
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African American males are confronted with formidable barriers in their pursuit of quality education, resulting in stark disparities in academic performance, economic opportunities, and social outcomes. Despite numerous educational initiatives striving for parity, African American males persistently bear the brunt of the highest rates of suspensions, expulsions, and dropout rates, surpassing all other demographic groups. Educational environments often fail to acknowledge and integrate the cultural and social needs of Black males, viewing them as "problems" rather than recognizing their immense potential for academic and leadership success. The prevalence of negative stereotypes in media, particularly in video games, exacerbates societal biases, portraying African American males as inherently violent and criminal. These representations contribute to implicit biases that affect perceptions and treatment in real-life scenarios. The systemic issues within the education system, coupled with socioeconomic factors, result in African American males being underrepresented in advanced placement and gifted education programs. This underrepresentation limits their opportunities for higher education and professional advancement. Confronting these challenges necessitates a comprehensive approach that encompasses the creation of inclusive educational environments, the eradication of systemic racism, and the promotion of positive representations of African American males in media. By acknowledging and fostering the potential of Black males, society can strive to reduce disparities and cultivate a more equitable and just education system that recognizes and celebrates their academic and professional achievements. African American Males and Video Gamesexplores the perspectives of four African American male college students aged 18 to 21 on the impact of video games on their academic growth and development. The participants, all maintaining a GPA of 3.0 or higher, shared their experiences with teachers, video games, and coping mechanisms. This qualitative approach allowed for a rich understanding of the participant's experiences and the role of video games in their academic and mental well-being. Video games emerged as a significant coping tool for the participants, providing a mental escape from academic and social pressures. The games allowed them to engage in competitive and creative activities, fostering a sense of accomplishment and reducing stress. For example, games like NBA 2K21 and Forza Horizon 4 enabled them to explore alter egos and interests in a virtual space, offering entertainment and a sense of community. African American Males and Video Gamesis a critical text for exploring alternatives in providing a quality education experience for young African American males. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Nathan Wainstein, "Grant Us Eyes: The Art of Paradox in Bloodborne" (2025) 24:13
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Grant Us Eyes is a book-length close reading of Bloodborne by literary critic Nathan Wainstein (LA Review of Books, Cartridge Lit, American Book Review). Grant Us Eyes situates the game’s oft-discussed difficulty in relation to a much longer tradition of difficult art – surrealist painting, the modernist novel, etc. Wainstein probes the difficulty of Bloodborne ’s fragmented narrative, the difficulty of its graphical and aural glitches, the difficulty of the philosophical problems it poses, and the difficulty of performing close analysis itself within a medium that still doesn’t have established, agreed-upon methods of interpretation in the way literature and film do. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Dom Ford, "Mytholudics: Games and Myth" (de Gruyter, 2025) 56:10
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Dom Ford joins Jana Byars to talk about Mytholudics : Game and Myth (DeGruyter Brill, 2025). Games create worlds made of many different elements, but also of rules, systems and structures for how we act in them. So how can we make sense of them? Mytholudics: Games and Myth lays out an approach to understanding games using theories from myth and folklore. Myth is taken here not as an object but as a process, a way of expressing meaning. It works to naturalise arbitrary constellations of signs, to connect things in meaning. Behind the phrase ‘just the way it is’ is a process of mythologization that has cemented it. Mytholudics lays out how this understanding of myth works for the analysis of games. In two sections each analysing five digital games, it then shows how this approach works in practice: one through the lens of heroism and one through monstrosity. These ask questions such as what heroic mythology is constructed in Call of Duty? What do the monsters in The Witcher tell us about the game’s model of the world? How does Hellblade: Senua’s Sacrifice weave a conflict between Norse and Pictish mythology into one between competing models of seeing mental illness? This method helps to see games and their worlds in the whole. Stories, gameplay, systems, rules, spatial configurations and art styles can all be considered together as contributing to the meaning of the game. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Cameron Kunzelman, "The World is Born from Zero: Understanding Speculation and Video Games" (de Gruyter, 2022) 37:34
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The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman (Mercer University, Macon, Georgia, USA) argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us , VA-11 Hall-A , and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 James O'Connor, "Untitled Goose Game" (Boss Fight Books, 2025) 23:18
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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 just the goofy dream of House House, four friends in Melbourne, Australia. What began with a photo of a goose and the joking caption "Let's make a game about this" transformed into one of the wittiest and most stylish games of its generation. Through interviews with the creators and their co-conspirators, journalist and developer James O'Connor tells the story of how this indie megahit came to be, revealing how the team succeeded by evolving their friendship into an art practice, contributing to the wider Australian game development scene, trusting their own good taste, and never, ever naming their game. James O'Connor has been writing about games for most of his adult life. His work has been featured on IGN, GameSpot, Edge, and beloved Australian magazine institutions Hyper and PC PowerPlay. He has also worked as an academic, teacher, game developer, and in a handful of other roles around games. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Elliot Lichtman, "The Computer Always Wins: A Playful Introduction to Algorithms through Puzzles and Strategy Games" (MIT Press, 2025) 46:46
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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 like sudoku and Wordle, and machine learning by way of the playground classic rock-paper-scissors. Finish the book, and you’ll come away with not only a deeper understanding of these foundational programming techniques but also a new appreciation for the amazing feats that can be accomplished using simple, readable code. Elliot Lichtman started teaching online classes in computer science when he was a freshman in high school. Small classes quickly grew into a series of larger and longer offerings, and from those, this book was born. Elliot is currently a junior at Yale University. Caleb Zakarin is editor of the New Books Network. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Carly A. Kocurek and Matthew Payne, "Ultima and Worldbuilding in the Computer Role-Playing Game" (Amherst College Press, 2024) 27:12
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Ultima and World-Building in the Computer Role-Playing Game (Amherst College Press, 2024) i s 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 historicizes the games and their authors. By attending to the salient moments and sites of game creation throughout the series’ storied past, authors Carly A. Kocurek and Matthew Thomas Payne detail the creative choices and structural forces that brought Ultima’s celebrated brand of role-playing to fruition. This book first considers the contributions of series founder and lead designer, Richard Garriott, examining how his fame and notoriety as a pioneering computer game auteur shaped Ultima’s reception and paved the way for the evolution of the series. Next, the authors retrace the steps that Garriott took in fusing analog, tabletop role-playing with his self-taught lessons in computer programming. Close textual analyses of Ultima I outline how its gameplay elements offered a foundational framework for subsequent innovations in design and storytelling. Moving beyond the game itself, the authors assess how marketing materials and physical collectibles amplified its immersive hold and how the series’ legions of fans have preserved the series. Game designers, long-time gamers, and fans will enjoy digging into the games’ production history and mechanics while media studies and game scholars will find Ultima and World-Building in the Computer Role-Playing Game a useful extension of inquiry into authorship, media history, and the role of fantasy in computer game design. Carly A. Kocurek is professor of digital humanities and media studies at the Illinois Institute of Technology. She is the author of Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade (Minnesota, 2015) and Brenda Laurel: Pioneering Games for Girls (Bloomsbury, 2017). Matthew Thomas Payne is associate professor of ?lm, television, and theatre at the University of Notre Dame. He is the author of P laying War: Military Video Games after 9/11 (NYU Press, 2016), and is a co-editor of How to Play Video Games (NYU Press, 2019) and J oystick Soldiers: The Politics of Play in Military Video Game s (Routledge, 2009). Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
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 hands. Dr. Haimson, whose research into gender transition and technology has defined this area of study, draws on transgender studies and his own in-depth interviews with more than 100 creators of technology—including apps, games, health resources, extended reality systems, and supplies designed to address challenges trans people face—to explain what trans technology is and to explore its present possibilities and limitations, as well as its future prospects. Dr. Haimson surveys the landscape of trans technologies to reveal the design processes that brought these technologies to life, and to show how trans people often must rely on community, technology, and the combination of the two to meet their basic needs and challenges. His work not only identifies the role of trans technology in caring for individuals within the trans community but also shows how trans technology creation empowers some trans people to create their own tools for navigating the world. Articulating which trans needs and challenges are currently being addressed by technology and which still need to be addressed; describing how trans technology creators are accomplishing this work; examining how privilege, race, and access to resources impact which trans technologies are built and who may be left out; and highlighting new areas of innovation to be explored, Trans Technologies opens the way to meaningful social change. Our guest is: Dr. Oliver Haimson , who is an Assistant Professor at University of Michigan School of Information (UMSI) where he directs the Community Research on Identity and Technology (CRIT) Lab , and is affiliate faculty with the Digital Studies Institute (DSI) and a Senior Fellow at the Center for Applied Transgender Studies (CATS) . He is a recipient of a National Science Foundation CAREER award , and a Henry Russel Award . Our host is: Dr. Christina Gessler , who is the producer of the Academic Life podcast. Playlist for listeners: More Than A Glitch Artificial Unintelligence: How Computers Misunderstand the World He/She/They: How We Talk About Gender and Why It Matters Raising Them Public Scholarship and Feminist Communications Welcome to Academic Life, the podcast for your academic journey—and beyond! You can support the show by downloading and sharing episodes. Join us again to learn from more experts inside and outside the academy, and around the world. Missed any of the 250+ Academic Life episodes? Find them here. And thank you for listening! Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Dave Cook, "Go Straight: The Ultimate Guide to Side-Scrolling Beat-'Em-Ups" (Bitmap Books, 2022) 19:26
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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 familiar beat-'em-up legends like Double Dragon , Golden Axe , Final Fight and Teenage Mutant Ninja Turtles , as well as delving into the more obscure brawlers you just have to try, like Denjin Makai , Shadow Force and Gaia Crusaders . As well as reviewing each game, Go Straight features hints, tips and guides to levels and enemies. The book is packed full of screenshots, sprites and level maps, all lovingly curated and presented to our usual high standards. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Tracy Fullerton and Matthew Farber, "The Well-Read Game: On Playing Thoughtfully" (MIT Press, 2025) 32:08
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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 stories we tell ourselves as we play, the questions we ask, and our reactions to the game’s intent. These experiences are called “readings” because they involve so many of the aspects of engaging with literary, cinematic, and other expressive texts. A game that is experienced in such a way can be called “well-read,” rather than, or as well as, “well-played,” because of the personal, interpretive nature of that experience and the way in which it relates to our reading of texts of all kinds. The concept of the “well-read game” exists at the convergence of literary, media, and play theories—specifically, the works of Louise Rosenblatt’s reader-response theory, Brian Upton’s situational game theory, Tracy Fullerton’s playcentric design theory, and Bernie DeKoven’s well-played game philosophy. Each of these theories, from their own perspective, challenges notions of a separate, objective, or authorial meaning in a text and underscores the richness that arises from the varied responses of readers, who coauthor the meaning of each text through their active engagement with it. When taken together, these theories point to a richer understanding of what a game is and how we might better value our experiences with games to become more thoughtful readers of their essential meanings. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Peter Krapp, "Computing Legacies: Digital Cultures of Simulation" (MIT Press, 2024) 1:10:44
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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 Legacie s, 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. Secondly, he positions simulation as crucial for the preservation of cultural memory, where modeling, emulation, and serious play are constitutive in how we relate to our mediated history. And lastly, despite suggestions that we may already live in a simulation, he interrogates how simulation can serve as critique of the computer age. In tracing our digital heritage, Computing Legacies elucidates inflection points where quantitative data becomes tractable for qualitative evaluations: modeling epidemics for scientific study or entertainment, emulating older devices, turning numerical calculations into music, conducting espionage in virtual worlds, and gamifying higher education. Simulation, this book demonstrates, is pivotal not only to high-tech research and to archives, museums, and the preservation of digital culture but also to our understanding of what it is to live and work under the technical conditions of computing. Dr. Peter Krapp is a Professor of Film & Media Studies, English, and Music at UC-Irvine. Your host is Dr. Adam Kriesberg, Assistant Professor at the Simmons University School of Library and Information Science. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 James Cartlidge, "The Rise of the Roguelite: Inside a Gaming Phenomenon" (CRC Press, 2025) 27:12
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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 perspectives on topics such as gender, politics, philosophy, analyses of the influence of roguelikes on roguelites, and discussions of design and mechanics. This book will appeal to those wishing to study and learn more about the roguelites, games studies students and researchers, and game designers interested in this genre. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Let's face it, most of the popular podcasts out there are dumb. NBN features scholars (like you!), providing an enriching alternative to students. We partner with presses like Oxford, Princeton, and Cambridge to make academic research accessible to all. Please consider sharing the New Books Network with your students. Download this poster here to spread the word. Please share this interview on Instagram , LinkedIn , or Bluesky . Don't forget to subscribe to our Substack here to receive our weekly newsletter. 150 million lifetime downloads. Advertise on the New Books Network. Watch our promotional video . Learn how to make the most of our library . Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Jonathan D. Cohen, "Losing Big: America's Dangerous Sports Gambling Boom" (Columbia Global Reports, 2025) 56:01
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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 combined. The rise of online sports gambling—the immediacy of betting with your phone, the ability of the companies to target users, the dynamic pricing and offers based on how good or bad of a gambler you are—has produced a public health crisis marked by addiction and far too many people, particularly young men, gambling more than they can afford to lose. Under intense lobbying from the gaming industry, states have created a system built around profit for sportsbooks, not the well-being of players. In Losing Big: America's Dangerous Sports Gambling Boom (Columbia Global Reports, 2025) , historian Jonathan D. Cohen lays out the astonishing emergence of online sports gambling, from sportsbook executives drafting legislation to an addicted gambler confessing their $300,000 losses. Sports gambling is here to stay, and the stakes could not be higher. Losing Big explains how this brewing crisis came to be, and how it can be addressed before new generations get hooked. Paul Knepper covered the New York Knicks for Bleacher Report. His first book was The Knicks of the Nineties: Ewing, Oakley, Starks and the Brawlers That Almost Won It All. His next book, Moses Malone: The Life of a Basketball Prophet, will be out in the fall of 2025. You can reach Paul at paulknepper@gmail.com and follow him on Twitter @paulieknep. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Connor Jackson, "Zombies, Consumption, and Satire in Capcom's Dead Rising" (Routledge, 2024) 16:06
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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 games can communicate satire through their virtual environments, their characters, their audio, the way they frame the passage of time, and the outcomes of in-game choices that their players can make. By applying this taxonomy to the Dead Rising series, this book presents a compelling case for how video games can function as instruments for social commentary and indicators of ideological tensions. This unique and insightful study will interest students and scholars of media studies, video game studies, satire, visual culture, and zombie studies. Rudolf Inderst is a professor of Game Studies and Gamedesign at Neu-Ulm University of Applied Science, department lead for Games at TITEL kulturmagazin, radio host of “Replay Value”, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Milena Droumeva, "Playthrough Poetics: Gameplay as Research Method" (Amherst College Press, 2024) 31:57
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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. Contributors to this volume engage widely with the activity of play through autoethnographies, meta-analyses of self-broadcasting, new procedural methods like gamespace soundwalking, as well as the affective aspects of games research. In doing so, they model new possibilities for academic players and gamers alike. Rigorous scholarship meets cultural practice in this innovative, multi-modal edited collection that includes video essays and offers transcripts of the playthroughs themselves. Readers (and viewers) will come away with a toolkit of models, case studies, and conceptual frameworks for analyzing video games through gameplay. This volume is a fresh return to the joy of play: the poetics of games as contemporary forms of storytelling and interactivity. With contributions from Ashlee Bird, Brandon Blackburn, Milena Droumeva, Kishonna Gray, Robyn Hope, Ben Scholl, Maria Sommers, Ashlyn Sparrow, Christine Tran, and Aaron Trammell. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Daryl Fairweather, "Hate the Game: Economic Cheat Codes for Life, Love, and Work" (U Chicago Press, 2025) 35:04
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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 and mistakes terminal. Daryl Fairweather is no stranger to these dynamics. As the first Black woman to receive an economics PhD from the famed University of Chicago, she saw firsthand how concepts of behavioral economics and game theory were deployed in the real world—and in her own life—to great effect. Hate the Game: Economic Cheat Codes for Life, Love, and Work (U Chicago Press, 2025) combines Fairweather’s elite knowledge of these principles with her singular voice in describing how they can be harnessed. Her great talent, unique among economists, is her ability to articulate economic trends in a way that is not just informative, but also accounts for life’s other anxieties. In Hate the Game , Fairweather fixes her expertise and service on navigating the earliest economic inflection points of adult life: whether to go to college and for how long; partnering, having kids, both, or neither; getting, keeping, and changing jobs; and where to live and how to pay for it. She speaks in actionable terms about what the economy means for individual people, especially those who have the sneaking suspicion they’re losing out. Set against her own experiences and enriched with lessons from history, science, and pop culture, Fairweather instructs readers on how to use game theory and behavioral science to map out options and choose directions while offering readers a sense of control and agency in an economy where those things are increasingly rare. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Mia Consalvo et al., "Streaming by the Rest of Us: Microstreaming Videogames on Twitch" (MIT Press, 2025) 41:20
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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 streaming superstars who receive the lion's share of journalistic and academic attention, microstreamers are not in it for the money and barely have an audience. In this, the first book dedicated to the latter group, the authors gather interviews from dozens of microstreamers from 2017 to 2019 to discuss their lives, struggles, hopes, and goals. For readers interested in livestreaming, and Twitch in particular, the book rethinks the medium's history through accounts of the everyday uses of webcams, with particular attention to notions of liveness and authenticity. These two concepts have become calling cards for the videogame livestreaming platform and underlie streamer motivations, the construction of their practices (whether casual, serious, or anywhere in between), and the complex “metas” that take shape over time. The book also looks at the authors' own practices of livestreaming, focusing on what can be gained through experiencing the lived reality of the practice. Finally, the authors explain how Twitch's platform (studied from 2017–2023) informs how streamers structure their every day and how corporate ideologies bleed into real-world spaces like TwitchCon. This book is available open-access via the MIT Press website. This interview was conducted by Dr. Miranda Melcher whose new book focuses on post-conflict military integration, understanding treaty negotiation and implementation in civil war contexts, with qualitative analysis of the Angolan and Mozambican civil wars. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Sarah Stang, et al., "Monstrosity in Games and Play" (Amsterdam UP, 2024) 50:47
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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 edited collection examines monsters and monstrosity in games and play. Monsters are a key feature of most games: we fight, kill, and eat them--and sometimes, we become them. However, monsters in games and play are not only entertaining but also a reflection of the monstrosity of our world. In this book, twenty-two scholars explore how themes such as mental health, colonialism, individualism, disability, gender, sexuality, racism, and exclusion are reflected in the monsters we interact with in games, play, and our daily lives both online and offline. Monstrosity in Games and Play is recommended to readers interested in the monstrous in contemporary game cultures and their surrounding societies. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Blair Farrell, "The Avengers in Video Games" (McFarland, 2021) 38:13
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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 more and more heroes, culminating in playing experiences that featured the Avengers assembled. The Avengers in Video Games (McFarland, 2021) is the first-ever book assessing the video games starring "Earth's Mightiest Heroes." Featured games span consoles and platforms, from popular PlayStation and Xbox titles to an arcade game in danger of being lost to time. All video games are covered in depth, with each entry including game background and a detailed review from the author. Some game entries also include behind-the-scenes knowledge from the developers themselves, providing exclusive details on the Marvel video game universe. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Kyle Orland, "Minesweeper" (Boss Fight Books, 2023) 19:09
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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 3.1 and decades of subsequent OS updates. Alongside fellow Windows gaming staple Solitaire, Minesweeper wound up on more devices than nearly any other video game in history. Sweeping through a minefield of explosive storylines, Journalist Kyle Orland reveals how Minesweeper caused an identity crisis within Microsoft, ensnared a certain Microsoft CEO with its addictive gameplay, dismayed panicky pundits, micromanagers, and legislators around the world, inspired a passionate competitive community that discovered how to break the game, and predicted the rise of casual gaming by nearly two decades. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Robert Houghton, "The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism" (Boydell & Brewer, 2024) 34:05
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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 with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism (Boydell & Brewer, 2024) explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Sam Srauy, "Race, Culture and the Video Game Industry: A Vicious Circuit" (Routledge, 2024) 53:17
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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 courses on identity, race/racism, digital media production, and video game studies/production. Prior to academia, Srauy worked for over a decade in the high-tech industry. Her experience in that field includes municipal wireless networks, open-source technology, and streaming media systems. About the book: Race, Culture and the Video Game Industry: A Vicious Circuit (Routledge, 2024) offers a detailed and much needed examination of how systemic racism in the US shaped the culture, market logic, and production practices of video game developers from the 1970s until the 2010s. Offering historical analysis of the video game industries (console, PC, and indie) from a critical, political economic lens, this book specifically examines the history of how such practices created, enabled, and maintained racism through the imagined 'gamer.' The book explores how the cultural and economic landscape of the United States developed from the 1970s through the 2000s and explains how racist attitudes are reflected and maintained in the practices of video games production. These practices constitute a 'Vicious Circuit' that normalizes racism and the centrality of an imagined gamer identity. It also explores how the industry, from indie game developers to larger profit-driven companies, responded to changing attitudes in the 2010s, where racism and lack of diversity in games was frequently being noted. The book concludes by offering potential solutions to combat this 'Vicious Circuit'. A vital contribution to the study of video games that will be welcomed by students and scholars in the fields of media studies, cultural studies, game studies, critical race studies, and beyond. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Jeff Yoshimi, "Gaming Cancer: How Building and Playing Video Games Can Accelerate Scientific Discovery" (MIT Press, 2025) 21:24
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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 fighting an increasingly exhausting war. By putting the work of cancer research into the hands of nonspecialists, Yoshimi believes, we can accelerate the process of outgaming the disease once and for all. Gamers have already used “serious games” to discover new galaxies, digitize ancient texts, decode viruses, and solve theoretical problems in neuroscience. Cancer is a multilayered threat, and our best bet at overcoming it is via more minds working in concert. Gaming Cancer is an instruction manual for engineering games that motivate users to strain and sweat to find cancer cures. It integrates game design with research in cancer biology, data visualization techniques, and developments in cognitive science and AI while remaining sensitive to the limitations of citizen science and ethical concerns. Yoshimi sees in cutting-edge game technology the potential to educate and empower people to outwit cancer, an indirect route to richer science literacy that draws on the boundless resources of the mind. This book offers anyone invested in beating this seemingly intractable disease a concrete playbook that combines real science with creative vision in an effort to defeat the boss monster, cancer. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Shelly Jones and Matthew Wilhelm Kapell, "Beyond the Deck: Critical Essays on Magic, The Gathering and Its Influence" (McFarland, 2023) 28:34
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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 digital play, how players interact with the MTG market and one another, professional play versus casual play and the many ways Magic has impacted gaming. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 René Reinhold Schallegger, "A New Virtual Ethics: Interconnectedness and Interrelationality in Videogames" (McFarland, 2024) 38:14
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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 why they do it. Awareness of the socio-political and cultural contexts can be promoted by the mainstream videogame market for critical active participation. A New Virtual Ethics: Interconnectedness and Interrelationality in Videogames (McFarland, 2024) focuses on the need for individual self-realization in Western societies and how it manifests in the various dimensions of videogames. Videogames remind us that we can never be isolated in a world defined by complexity and interlaced systems. Connecting videogames and new Neo-Kantian virtual ethics builds upon notions of agency, mutual respect, and obligation. This addresses humans in their entirety as thinking, acting, and feeling agents through engagement, immersion, and involvement. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Réjane Dreifuss et al., "Live Performance and Video Games: Inspirations, Appropriations and Mutual Transfers" (Transcript Publishing, 2024) 31:33
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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 (Transcript Publishing, 2024) brings together international researchers and artists to explore this relationship in a variety of essays. The contributors to this volume focus on reciprocal inspirations, appropriations and transfers applied by theatre artists, game designers and researchers. They analyze several artistic forms such as VR performance, immersive theatre, speedrunning or game theatre. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Marijam Did, "Everything to Play For: An Insider's Guide to How Videogames are Changing Our World" (Verso, 2024) 53:43
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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 of Pong and Doom to the intricate multiplayer or narrative-driven games, the author highlights the multifaceted stories of the gaming communities and the political actors who organise among them. Crucially, the focus also includes the people who make the games, shedding light on the brutal processes necessary to bring titles to the public. The videogame industry, now larger than the film and music industries combined, has a proven ability to challenge the status quo. With a rich array of examples, Did argues for a nuanced understanding of gaming’s influence so that this extraordinary power can be harnessed for good. This interview was conducted by Dr. Miranda Melcher whose new book focuses on post-conflict military integration, understanding treaty negotiation and implementation in civil war contexts, with qualitative analysis of the Angolan and Mozambican civil wars. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Marco Arnaudo, "The Tabletop Revolution: Gaming Reimagined in the 21st Century" (McFarland, 2023) 26:19
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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 players is expanding. Most importantly, new and old players have started engaging with the games in a more meaningful way. The book explores the reasons for these changes. It describes how games have begun to keep players engaged until the end. It analyzes the ways in which traditional mechanics have been reimagined to give them more variety and complexity, and reviews the unprecedented mechanics found and perfected. Very interesting is the exploration of how games have performed novel tasks such as reducing conflict, fostering cooperation, creating aesthetic experiences, and telling stories. The book is aimed at scholars, dedicated and aspiring fans, and game designers who want to expand their toolbox with the most up-to-date innovations in the profession. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Jesper Juul, "Too Much Fun: The Five Lives of the Commodore 64 Computer" (MIT Press, 2024) 34:40
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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 least twice as many units as other home computers of its time, such as the Apple II, ZX Spectrum, or Commodore Amiga, it is strangely forgotten in many computer histories. In Too Much Fun: The Five Lives of the Commodore 64 Computer (MIT Press, 2024), Jesper Juul argues that the C64 was so popular because it was so versatile, a machine developers and users would reinvent again and again over the course of 40 years. First it was a serious computer, next a game computer, then a computer for showcasing technical brilliance (graphical demos using the machine in seemingly impossible ways), then a struggling competitor, and finally a retro device whose limitations are now charming. The C64, Juul shows, has been ignored by history because it was too much fun. Richly illustrated in full color, this book is the first in-depth examination of the C64's design and history, and the first to integrate US and European histories. Containing interviews with Commodore engineers as well as an insightful look at C64 games, music, and software , Too Much Fun will appeal to those who used a Commodore 64, those interested in the history of computing and video games and computational literacy, or just those who wish their technological devices would last longer. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 James Malazita, "Enacting Platforms: Feminist Technoscience and the Unreal Engine" (MIT Press, 2024) 38:01
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An analysis of the game engine Unreal through feminist, race, and queer theories of technology and media, as well as a critique of the platform studies framework itself. In this first scholarly book on the Unreal game engine, James Malazita explores one of the major contemporary game development platforms through feminist, race, and queer theories of technology and media, revealing how Unreal produces, and is produced by, broader intersections of power. Enacting Platforms: Feminist Technoscience and the Unreal Engine (MIT Press, 2024) takes a novel critical platform studies approach, raising deeper questions: what are the material and cultural limits of platforms themselves? What is the relationship between the analyst and the platform of study, and how does that relationship in part determine what “counts” as the platform itself? Malazita also offers a forward-looking critique of the platform studies framework itself. The Unreal platform serves as a kind of technical and political archive of the games industry, highlighting how the techniques and concerns of games have shifted and accreted over the past 30 years. Today, Unreal is also used in contexts far beyond games, including in public communication, biomedical research, civil engineering, and military simulation and training. The author's depth of technical analysis, combined with new archival findings, contributes to discussions of topics rarely covered in games studies (such as the politics of graphical rendering algorithms), as well as new readings of previously “closed” case studies (such as the engine's entanglement with the US military and American masculinity in America's Army ). Culture, Malazita writes, is not “built into” software but emerges through human practices with code. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Titel kulturmagazin, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Andrew S. Latham, "Hey! Listen!: Hypertext Rhetoric and The Legend of Zelda" (McFarland, 2024) 37:25
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How does analyzing video games as hypertexts expand the landscape of research for video game rhetoricians and games studies scholars? This is the first book to focus on how hypertext rhetoric impacts the five canons of rhetoric, and to apply that hypertext rhetoric to the study of video games. It also explores how ludonarrative agency is seized by players seeking to express themselves in ways that game makers did not necessarily intend when making the games that players around the world enjoy. Hey! Listen!: Hypertext Rhetoric and The Legend of Zelda (McFarland, 2024) takes inspiration from The Legend of Zelda , a series which players all over the world have spent decades deconstructing through online playthroughs, speedruns, and glitch hunts. Through these playthroughs, players demonstrate their ability to craft their own agency, independent of the objectives built by the makers of these games, creating new rhetorical situations worthy of analysis and consideration. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 John Eglin, "The Gambling Century: Commercial Gaming in Britain from Restoration to Regency" (Oxford UP, 2023) 53:42
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John Eglin talks with Jana Byars about The Gambling Century: Commercial Gaming in Britain from Restoration to Regency (Oxford UP, 2023). Gambling captures as nothing else the drama of the "long eighteenth century" between the age of religious wars and the age of revolutions. The society that was confronted with games of chance pursued as commercial ventures also came to grips with unprecedented social mobility, floated by new wealth from new sources created fortunes from trade in sugar, cotton, ivory, silk, tea, or enslaved human beings. Likewise, play for money was prominent in the public imagination as money itself, deployed through an ever expanding and ever more sophisticated range of mechanisms, increasingly invaded public awareness, as when prospective spouses in period fiction were rated in terms of annual income as if they were municipal bonds. Similarly, the archetypal figure of the gambler captured the imagination of the public in fiction, media, and politics. At the same time, new interest in science, technology, engineering, and mathematics - encouraged and bankrolled by those in power - fostered a new and unprecedented appreciation for mathematical probability and its applications, opening the possibility that games of chance might be pursued as a profitable commercial venture. The Gambling Century focuses like no previous work on those who enabled, facilitated, and profited from gambling, as well as on efforts to regulate or outlaw it. Using extensive archival material as well as printed sources, it follows its subjects from the Court to the coffeehouse, to private clubs and "at homes" in townhouses, all of which prefigure that quintessentially modern gambling space, the casino. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Julien Mailland, "The Game That Never Ends: How Lawyers Shape the Videogame Industry" (MIT Press, 2024) 38:39
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A guide to the fascinating legal history of the videogame industry, written for nonlawyers. Why did a judge recall FIFA 15, a nonviolent soccer game, from French shelves in 2014? Why was Vodka Drunkenski, a character in Nintendo-Japan’s Punch-Out!, renamed Soda Popinski in the US and then in Western Europe, where the pun made no sense? Why was a Dutch-American company barred by US courts from distributing a clone of Pac-Man? Julien Mailland answers all these questions and more in The Game That Never Ends: How Lawyers Shape the Videogame Industry (MIT Press, 2024), an inside look at the legal history that undergirds our favorite videogames. Drawing on a series of case studies as vignettes of the human comedy, Mailland sheds light on why and how the role of lawyers is key for understanding the videogame industry. Each chapter in The Game That Never Ends is a mini-puzzle that pieces together how an important legal issue arose, was resolved, and impacted the industry and the experience of gamers in real time. These chapters are interspersed with shorter chapters called “The Lawyer’s Corner,” opportunities to dive deeper into individual cases. Lightly footnoted, these interludes connect the previous chapters together by providing a conceptual meta-analysis. Offering a comprehensive overview of the global legal history of videogames, The Game That Never Ends will leave readers with a nuanced, in-depth, and more global understanding of the videogame industry. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Matthew S. Smith, "EverQuest" (Boss Fight Books, 2024) 36:29
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“You’re in our world now.” This bold tagline led Sony’s 1999 ad blitz for EverQuest (Boss Fight Books, 2024), the year’s most anticipated massively multiplayer game. Though just five words long, it challenged players to live in a virtual world beyond anything they’d experienced before—and delivered. The game that proved the MMORPG’s potential, EverQuest outsold all prior entries in the genre and was the most popular subscription game in North America for five years until Blizzard’s World of Warcraft overthrew it. Yet EverQuest lives on, with tens of thousands of players logging in every day. Based on new interviews with EverQuest developers and veteran MMORPG developers, journalist Matthew S. Smith explores EverQuest 's unlikely creation at a studio built to develop sports games, a rocky release which overwhelmed the game’s ill-prepared datacenter, the enticing game loops that placed EverQuest in a media firestorm around gaming addiction, and the real-money black market for EverQuest items that foretold the future of digital goods. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Titel kulturmagazin, radio host of “Replay Value”, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Tom Boellstorff and Braxton Soderman, "Intellivision: How a Videogame System Battled Atari and Almost Bankrupted Barbie®" (MIT Press, 2024) 33:27
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The engaging story of Intellivision, an overlooked videogame system from the late 1970s and early 1980s whose fate was shaped by Mattel, Atari, and countless others who invented the gaming industry. Astrosmash, Snafu, Star Strike, Utopia—do these names sound familiar to you? No? Maybe? They were all videogames created for the Intellivision videogame system, sold by Mattel Electronics between 1979 and 1984. This system was Atari’s main rival during a key period when videogames were moving from the arcades into the home. In Intellivision: How a Videogame System Battled Atari and Almost Bankrupted Barbie® (MIT Press, 2024), Tom Boellstorff and Braxton Soderman tell the fascinating inside story of this overlooked gaming system. Along the way, they also analyze Intellivision’s chips and code, games, marketing and business strategies, organizational and social history, and the cultural and economic context of the early US games industry from the mid-1970s to the great videogame industry crash of 1983. While many remember Atari, Intellivision has largely been forgotten. As such, Intellivision fills a crucial gap in videogame scholarship, telling the story of a console that sold millions and competed aggressively against Atari. Drawing on a wealth of data from both institutional and personal archives and over 150 interviews with programmers, engineers, executives, marketers, and designers, Boellstorff and Soderman examine the relationship between videogames and toys—an under-analyzed aspect of videogame history—and discuss the impact of home computing on the rise of videogames, the gendered implications of play and videogame design at Mattel, and the blurring of work and play in the early games industry. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Gabe Durham, "Bible Adventures" (Boss Fight Books, 2015) 27:15
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In the beginning, a small unlicensed game development company was hit with divine inspiration: They could make a lot of money (and escape the wrath of Nintendo) by creating games for Christians. With the release of the 1990 NES platformer Bible Adventures , the developers saw what they had made, and it was good. Or, at least, good enough. Based on extensive research and original interviews with Wisdom Tree staff, Gabe Durham's book Bible Adventures (Boss Fight Books, 2015) investigates the rise and fall of the little company that almost could, the tension between faith and commerce in the Christian retail industry, culture's retro/ironic obsession with "bad games," and the simple recipe for transforming a regular game into a Christian game: throw a Bible in it and pray nobody notices. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Seth E. Jenny et al., "Routledge Handbook of Esports" (Routledge, 2024) 33:37
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The Routledge Handbook of Esports (Routledge, 2024) offers the first fully comprehensive, interdisciplinary study of esports, one of the fastest growing sectors of the contemporary sports and entertainment industries. Global in coverage, the book emphasizes the multifaceted nature of esports and explores the most pressing issues defining the competitive video gaming landscape today. Featuring the work of 93 leading esports academics and industry specialists from around the world, and rigorously peer-reviewed, the book is structured around ten key themes: 1) Introduction to Esports, 2) Esports Research, 3) Esports Players, 4) Esports Business and Management, 5) Esports Media and Communication, 6) Esports Education, 7) Critical Concerns in Esports, 8) Global Esports Cultures, 9) Esports Future Directions, and 10) Key Terms Definitions. Examining the current state of esports, emerging areas of interest and the ongoing debates shaping the esports industry, each of the 62 chapters offers key highlights, an assessment of the latest research, practical esports examples and recommendations, and is complemented by enlightening case studies or industry interviews. For further academic and professional depth, chapters also include a guide to recommended additional resources. Explaining technical terms and gaming jargon in a user-friendly manner, and maintaining a balanced tone throughout, this handbook is essential reading for any student or researcher with an interest in esports, gaming, or sport studies, and for any practitioner or policy-maker working in the esports industry. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Yaraslau Kot, "Central and Eastern European Histories and Heritages in Video Games" (Routledge, 2024) 34:52
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Focusing on games that examine a range of national histories and heritages from across Central and Eastern Europe, Central and Eastern European Histories and Heritages in Video Games (Routledge, 2024) looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical games – from postcolonialism to identity politics to heritage studies. The book includes chapters on Serbia, Poland, Ukraine, Russia, Belarus, Hungary, Estonia, Slovakia, Czechia, Finland, and (a Western guest with regional connections) Luxembourg. Through the lens of video games, the authors address how nations struggle with the legacies of war, colonialism, and religious strife that have been a part of nation-building - but also how victimized cultures can survive, resist, and sometimes prevail. Appealing primarily to scholars in the fields of game studies, heritage studies, postcolonial criticism, and media studies, this book will be particularly useful for the subfields of historical game studies and postcolonial game studies. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Titel kulturmagazin, radio host of “Replay Value”, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Richard Moss, "Tale of Two Halves: The History Of Football Video Games" (Bitmap Books, 2024) 36:28
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Painstakingly researched and written by football-obsessed writer and experienced game journalist, historian, and documentarian Richard Moss – author of Bitmap's own The Secret History of Mac Gaming – A Tale of Two Halves: The History Of Football Video Games stays keenly on the ball as it shares the rich and influential history of video game football – or 'soccer', for our American readers – striving to understand the very best the genre has to offer; and those releases that go a little wide of their target. A Tale of Two Halves takes you on a fascinating journey from the very first examples of the form all the way through to the genre's 2000s' heyday. It hits the back of the net with expert analysis of over 400 football games, including Sensible Soccer, Kick Off, Match Day, FIFA, Pro Evolution Soccer, This Is Football, Championship Manager, Premier Manager, and both old-school and new-school Football Manager. Gathered together in a single volume, that remarkable spread of releases presents a surprising variety of interpretations of the beautiful game, showcasing one of the medium's most creative, beguiling realms. A Tale of Two Halves primarily focuses on footy gaming's formative years – meaning from around 1980 to 2010 – and carefully divides the genre into two distinct halves, taking a considered look at each. As such, the first half is dominated by the fast and simple 2D action of icons like Kick Off, International Soccer, and Nintendo’s Soccer . Then, following the half-time whistle, it turns its attention to the increasingly realistic 3D outings defined by icons like FIFA, Pro Evo, and Virtua Striker. Across its 628 pages, A Tale of Two Halves also features a foreword by legendary commentator Clive Tyldesley, hundreds of meticulously realised screenshots, and 13 interviews with pioneering football game developers. Inside you'll also find a series of illustrations from James Reynolds' 'Unlicensed FC' project – which celebrates Pro Evo's unusual takes on players' real names – as well as perfectly pitched pixel art from the team at 8-Bit Football. Numerous gaming platforms are covered, from the Atari 2600 and C64 to the Collecovison, via the Amiga line, PlayStation 1, Xbox 360, Arcades, and many more. Rudolf Thomas Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Titel kulturmagazin, radio host of “Replay Value”, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Tom Smith, "Anatomy of Game Design" (CRC Press, 2024) 27:05
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People have played games forever, but it’s only in the past few decades that people really started thinking about what games are, how they work, and how to make them better. Anatomy of Game Design (CRC Press, 2024) takes some of the most popular and beloved games of all time and dissects them to see what makes them tick. By breaking down the systems and content of each game, the underlying systems of game design are laid bare. Eight games are analyzed – including Settlers of Catan; Centipede; Candy Crush Saga; Papers, Please ; Magic: The Gathering ; and more – each representing a different genre or era of game design. Each game is discussed in detail, using the same methods for each game. What are the verbs of the game that give the player agency? How do those verbs fit together to form a core loop that makes the game engaging? What are the systems that power the gameplay? What is the larger flow that makes the game interesting over and over again? Each game is then used as an example to tie back to one or more larger topics in game design, such as systems design, randomness, monetization, game theory, and iterative approaches to game development. Key Features: Uses well-known games to provide specific, discrete examples of broader game design theory Discusses eight popular games using the same methodology to allow comparison of different types of games Includes both high-level theory and academic perspective and practical, real-world guidance from a working game designer who has created these games for commercial release Provides clear direction for deeper inquiry into game design or related fields such as psychology, anthropology, game development, or systems thinking Rudolf Thomas Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at culture magazine Titel kulturmagazin, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Maurice Suckling, "Paper Time Machines: Critical Game Design and Historical Board Games" (Routledge, 2024) 34:18
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James Dunnigan’s memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Don’t board games about history, made predominantly out of (layered) paper, permit a kind of time travel powered by our imagination? Paper Time Machines: Critical Game Design and Historical Board Games (Routledge, 2024) is for those who consider this a largely rhetorical question; primarily for designers of historical board games, directed in its more practice-focused sections (Parts Two, Three, and Four) toward those just commencing their journeys through time and space and engaged in learning how to deconstruct and to construct paper time machines. More experienced designers may find something here for them, too, perhaps to refresh themselves or as an aid to instruction to mentees in whatever capacity. But it is also intended for practitioners of all levels of experience to find value in the surrounding historical contexts and theoretical debates pertinent to the creation of and the thinking around the making of historical board games (Parts One and Five). In addition, it is intended that the book might redirect some of the attention of the field of game studies, so preoccupied with digital games, toward this hitherto generally much neglected area of research. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at culture magazine Titel kulturmagazin, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Jordan Minor, "Video Game of the Year: A Year-By-Year Guide to the Best, Boldest, and Most Bizarre Games from Every Year Since 1977" (Abrams, 2023) 17:07
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Pong. The Legend of Zelda. Final Fantasy VII. Rock Band. Fortnite. Animal Crossing: New Horizons. For each of the 40 years of video game history, there is a defining game, a game that captured the zeitgeist and left a legacy for all games that followed. Through a series of entertaining, informative, and opinionated critical essays, author and tech journalist Jordan Minor investigates, in chronological order, the most innovative, genre-bending, and earth-shattering games from 1977 through 2022. Exploring development stories, critical reception, and legacy, Minor also looks at how gaming intersects with and eventually influences society at large while reveling in how uniquely and delightfully bizarre even the most famous games tend to be. From portly plumbers to armor-clad space marines and the speedy rodents in between, V ideo Game of the Year: A Year-By-Year Guide to the Best, Boldest, and Most Bizarre Games from Every Year Since 1977 (Abrams, 2023) paints individual portraits that, as a whole, give readers a stronger appreciation for the vibrant variety and long-lasting impact of this fresh, exciting, and massively popular art form. Illustrated throughout with retro-inspired imagery and featuring contributions from dozens of leading industry voices, including New York Times bestselling author Jason Schreier, Max Scoville, Rebekah Valentine, Blessing Adeoye Jr., and Devindra Hardawar, this year-by-year anthology is a loving reflection on the world’s most popular art form. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Nahaufnahmen.ch, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Marta Fijak and Artur Ganszyniec, "How and Why We Make Games" (CRC Press, 2024) 31:51
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How and Why We Make Games (CRC Press, 2024) delves into the intricate realms of games and their creation, examining them through cultural, systemic, and, most notably, human lenses. It explores diverse themes such as authorship, creative responsibility, the tension between games as a product and games as a form of cultural expression, and the myth of a universal audience. The book analyzes why we should put politics in our games and how hyperrealism may be a trap. It also proposes a new framework for thinking about game narrative and a different paradigm for the production altogether. Topics tackled are approached from a multidisciplinary perspective, so be prepared to read both about Peter Paul Rubens and John Carmack . There are also graphs, system rhetorics discussions, and the market reality—stakeholders, return on investments, and the gaming bubble bursting. This book is written for readers passionate about the craft of making games, including journalists and industry professionals. It offers a more humanistic perspective on games, presented by experienced writers who know the intricacies of game development. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Titel kulturmagazin, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
Today, we’re playing with voice assistants and thinking about the role of voices in gaming with our guest, game designer and NYU professor Frank Lantz . Over the past nightmare year of the coronavirus, many of us have been hunkered down, trying to figure out how to pass the time with our families. Board game sales on Amazon were up 4,000% percent in March, when Americans began sheltering in place. And, of course, we’ve also spent way more time interacting with digital technology. These two things have come together in a weird and delightful way in Lantz’s game Hey Robot . Created by Lantz’s family-owned company Everybody House Games, Hey Robot is a guessing game you play with a group of friends—including your voice assistant or smart speaker. The premise is simple: Make Google Home or Alexa utter the words written in a deck of cards. The questions it raises are complex: What are these digital entities that many of us interact with daily? How have web searches and voice-based computing changed the way we talk? And what does this reveal about language itself? Hey Robot is available in a free online Quarantine Edition that you can play remotely with your friends. The board game edition is available on Amazon . Today’s show was written and edited by Mack Hagood. Fake Cumbia music by Mack Hagood. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Jordan Magnuson, "Game Poems: Videogame Design as Lyric Practice" (Amherst College Press, 2023) 34:18
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Scholars, critics, and creators describe certain videogames as being “poetic,” yet what that means or why it matters is rarely discussed. In Game Poems: Videogame Design as Lyric Practice (Amherst College Press, 2023), independent game designer Jordan Magnuson explores the convergences between game making and lyric poetry and makes the surprising proposition that videogames can operate as a kind of poetry apart from any reliance on linguistic signs or symbols. This rigorous and accessible short book first examines characteristics of lyric poetry and explores how certain videogames can be appreciated more fully when read in light of the lyric tradition—that is, when read as “game poems.” Magnuson then lays groundwork for those wishing to make game poems in practice, providing practical tips and pointers along with tools and resources. Rather than propose a monolithic framework or draw a sharp line between videogame poems and poets and their nonpoetic counterparts, Game Poems brings to light new insights for videogames and for poetry by promoting creative dialogue between disparate fields. The result is a lively account of poetic game-making praxis. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Nahaufnahmen.ch, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Sarah Malanowski and Nicholas R. Baima, "Why It's Ok to Be a Gamer" (Routledge, 2024) 23:39
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If you enjoy video games as a pastime, you are certainly not alone—billions of people worldwide now play video games. However, you may still find yourself reluctant to tell others this fact about yourself. After all, we are routinely warned that video games have the potential to cause addiction and violence. And when we aren’t being warned of their outright harms, we are told we should be doing something better with our time, like going outside, socializing with others, or reading a book. Playing video games is thus often seen at best as a waste of time, and at worst a source of violent tragedy. Why It's Ok to Be a Gamer (Routledge, 2024) takes on the pervasive assumption that playing video games is a childish and time-wasting hobby, and a potentially addictive and dangerous one at that. It argues instead that there are many ways in which gaming can help us flourish, for example by: developing genuine friendships and other meaningful relationships with others, helping us cultivate a virtuous personal character, giving us a unique aesthetic experience, providing us with psychological benefits, and just plain helping us relax and enjoy ourselves. Video games are not just for those with no life; on the contrary, they can help contribute to a rich and meaningful life. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Nahaufnahmen.ch, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Christopher B. Patterson and Tara Fickle, "Made in Asia/America: Why Video Games Were Never (Really) about Us" (Duke UP, 2024) 38:34
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Made in Asia/America: Why Video Games Were Never (Really) about Us (Duke UP, 2024) explores the key role video games play within the race makings of Asia/America. Its fourteen critical essays on games, ranging from Death Stranding to Animal Crossing , and five roundtables with twenty Asian/American game makers examine the historical entanglements of games, Asia, and America, and reveal the ways games offer new modes of imagining imperial violence, racial difference, and coalition. Shifting away from Eurocentric, white, masculinist takes on gaming, the contributors focus on minority and queer experiences, practices, and innovative scholarly methods to better account for the imperial circulation of games. Encouraging ambiguous and contextual ways of understanding games, the editors offer an “interactive” editorial method, a genre-expanding approach that encourages hybrid works of autotheory, queer of color theory, and conversation among game makers and scholars to generate divergent meanings of games, play, and “Asian America.” Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Titel kulturmagazin, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Tore C. Olsson, "Red Dead's History: A Video Game, an Obsession, and America's Violent Past" (St. Martin's Press, 2024) 1:13:43
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Red Dead Redemption and Red Dead Redemption II, set in 1911 and 1899, are the most-played American history video games since The Oregon Trail. Beloved by millions, they’ve been widely acclaimed for their realism and attention to detail. But how do they fare as re-creations of history? In Red Dead's History: A Video Game, an Obsession, and America's Violent Past (St Martin's Press, 2024), award-winning American history professor Dr. Tore Olsson takes up that question and more. Weaving the games’ plots and characters into an exploration of American violence between 1870 and 1920, Dr. Olsson shows that it was more often disputes over capitalism and race, not just poker games and bank robberies, that fueled the bloodshed of these turbulent years. As such, this era has much to teach us today. From the West to the Deep South to Appalachia, Olsson reveals the gritty and brutal world that inspired the games, but sometimes lacks context and complexity on the digital screen. Colourful, fast-paced, and dramatic, Red Dead’s History sheds light on dark corners of the American past for gamers and history buffs alike. This interview was conducted by Dr. Miranda Melcher whose new book focuses on post-conflict military integration, understanding treaty negotiation and implementation in civil war contexts, with qualitative analysis of the Angolan and Mozambican civil wars. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Sören Schoppmeier, "Playing American: Open-World Videogames and the Reproduction of American Culture" (De Gruyter, 2023) 24:08
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Videogames have always depicted representations of American culture, but how exactly they feed back into this culture is less obvious. Advocating an action-based understanding of both videogames and culture, this book delineates how aspects of American culture are reproduced transnationally through popular open-world videogames. Playing American: Open-World Videogames and the Reproduction of American Culture (De Gruyter, 2023) proposes an analytic focus on open-world videogames' "ambient operations" and traces practices of "playing American" through the stages of videogame development, gameplay, and reception. Three case studies - concentrating on the Grand Theft Auto, Watch Dogs, and Red Dead Redemption franchises, respectively - highlight different figurations of "playing American." Thematic foci range from public discourses on systemic racism and neoliberal capitalism to the justification of real-world surveillance practices and to the reconfiguration of the Western in the digital age. Playing American provides those interested in either videogames or American culture with a fresh angle and new concepts regarding its subject matters. It demonstrates that videogames are agents of cultural reproduction that do distinct cultural work for American culture in the twenty-first century. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Nahaufnahmen.ch, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Souvik Mukherjee, "Videogames in the Indian Subcontinent: Development, Culture(s) and Representations" (Bloomsbury, 2022) 25:09
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While there has been considerable research on digital cultures in the Indian Subcontinent, video games have received scant attention so far. Yet, they are hugely influential. Globally, India is perceived as a ‘sleeping giant’ of the video game industry with immense untapped potential, and Bangladesh, Pakistan, Sri Lanka, Nepal and Bhutan also have developed significant gaming cultures. With the already immense and constantly burgeoning smartphone access, the Subcontinent potentially has the largest reach for video games across the world. But how have video games become a part of the culture of the region, keeping in mind its huge diversity and plurality? In this conversation, Xenia Zeiler , professor of South Asian Studies at the University of Helsinki, discusses with Souvik Mukherjee on his book Videogames in the Indian Subcontinent (Bloomsbury, 2023). Mukherjee is assistant professor of Cultural Studies at the Centre for Studies in Social Sciences, Calcutta. He is a pioneering researcher on videogames from South Asia and his key interests are videogames as storytelling media, videogames and postcolonialism and gaming cultures in South Asia. He is the author of three monographs on videogames including Videogames in the Indian Subcontinent (Bloomsbury Academic) and is currently researching boardgames in South Asia. Xenia Zeiler is professor of South Asian Studies at the University of Helsinki. Her research and teaching are situated at the intersection of digital media, culture, and society, specifically as related to India and global Indian communities. Her focus within this wider field of digital culture is video games and gaming research, in India and beyond. She also researches and teaches digital religion, popular culture, cultural heritage, and mediatization processes. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Edwin McRae, "Narrative Worldbuilding: A Player Centric Approach to Designing Story Rich Game Worlds" (Narrative, 2024) 28:04
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Game worlds differ from traditional fictional worlds. While literary and cinematic worlds are written to host character arcs and plots, game worlds need to be designed to host game mechanics. While Princess Leia, Mad Max and Daenerys Targaryen may leave their marks on their fictional worlds, it is YOU, the player, who will carve your personal experience into the digital firmament of every game world you inhabit. In Narrative Worldbuilding: A Player Centric Approach to Designing Story Rich Game Worlds (Narrative, 2024), games industry veteran Edwin McRae will guide you through the evergreen principles of player-centric game world design. How do you create game-based environments and cultures that resonate with reality? This senior narrative designer will share a range of field-tested techniques that will help you design instead of derive. How do you organise all that lore? This is a common pain point for world builders and Edwin will offer tools and tactics that keep game bibles scoped, searchable and sensible. How do you make your game world fun? Through the player-centric perspective, you’ll see how storytelling can be used to support and enrich game play and achieve that Shangri-La of gaming experience... ludo-narrative harmony! Play is what we do. Story is why we do it. And the game world is where it all happens. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Nahaufnahmen.ch, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 En Li, "Betting on the Civil Service Examinations: The Lottery in Late Qing China" (Harvard UP, 2023) 38:47
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During the Qing dynasty in China, a wide variety of people participated in a lottery game named weixing (“surname guessing”), which had participants placing bets on the surnames of civil service examination candidates. A fiercely competitive process, those who passed the various levels of the civil service and military examinations could climb the social ladder and obtain status in their communities and be considered for important positions in the government and military. The results of these examinations were not only highly anticipated by the exam takers themselves but also–with the introduction of weixing –by an enthusiastic community of players who bet on the success of candidates with less common surnames. In this episode, En Li, assistant professor of modern East Asian history at the University of Texas at Dallas and author of Betting on the Civil Service Exmaninations: The Lottery in Late Qing China (Harvard University Asia Center, 2023), explores the fascinating history of this lottery game–from the longer history of games and betting in China and the origin of weixing to its regulation by the government to raise revenue and the spread of the game beyond China’s borders through Chinese diasporic communities to Southeast Asia and North America. The book considers the game from multiple perspectives–government officials, players, and lottery game runners. En Li thoughtfully reflects on the book and the process of producing it and points to the larger significance of both weixing and the civil service examinations in Chinese society and life and the risk, reward, and loss involved. Laurie Dickmeyer is an Assistant Professor of History at Angelo State University, where she teaches courses in Asian and US history. Her research concerns nineteenth century US-China relations. She can be reached at laurie.dickmeyer@angelo.edu. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Regina Seiwald and Ed Vollans, "(Not) In the Game: History, Paratexts, and Games" (de Gruyter, 2023) 25:56
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How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in (Not) In the Game: History, Paratexts, and Games (de Gruyter, 2023) move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Nahaufnahmen.ch, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Jaakko Stenros and Markus Montola, "The Rule Book: The Building Blocks of Games" (MIT Press, 2024) 25:48
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How games are built on the foundations of rules, and how rules—of which there are only five kinds—really work. Board games to sports, digital games to party games, gambling to role-playing games. They all share one thing in common: rules. Indeed, rules are the one and only thing game scholars agree is central to games. But what, in fact, are rules? In The Rule Book: The Building Blocks of Games (MIT Press, 2024), Jaakko Stenros and Markus Montola explore how different kinds of rules work as building blocks of games. Rules are constraints placed on us while we play, carving a limited possibility space for us. They also inject meaning into our play: without rules there is no queen in chess, no ball in Pong, and no hole in one in golf. Stenros and Montola discuss how rules constitute games through five foundational types: the explicit statements listed in the official rules, the private limitations and goals players place on themselves, the social and cultural norms that guide gameplay, the external regulation the surrounding society places on playing, and the material embodiments of rules. Depending on the game, rules can be formal, internal, social, external, or material. By considering the similarities and differences of wildly different games and rules within a shared theoretical framework, The Rule Book renders all games more legible. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Nahaufnahmen.ch, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Peter D. McDonald, "Run and Jump: The Meaning of the 2D Platformer" (MIT Press, 2024) 22:06
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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 Meaning of the 2D Platformer (MIT Press, 2024), Peter McDonald surveys the legacy of 2D platform games and examines how abstract and formal design choices have kept players playing. McDonald argues that there is a rich layer of meaning underneath, say, the quality of an avatar’s movement, the pacing and rhythm of level design, the personalities expressed by different enemies, and the emotion elicited by collecting a coin. To understand these games, McDonald draws on technical discussions by game designers as well as theoretical work about the nature of signs from structuralist semiotics. Interspersed throughout are design exercises that show how critical interpretation can become a tool for game designers to communicate with their players. With examples drawn from over forty years of game history, and from games made by artists, hobbyists, iconic designers, and industry studios, Run and Jump presents a comprehensive—and engaging—vision of this slice of game history. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Nahaufnahmen.ch, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Nick Jones, "Gooey Media: Screen Entertainment and the Graphic User Interface" (Edinburgh UP, 2023) 1:00:34
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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 (Edinburgh University Press, 2023) by Dr. Nick Jones examines this residue and its consequences, revealing how the GUI exerts a powerful influence on contemporary media. Focusing on aesthetics and adopting a media agnostic approach, Dr. Jones explores cinema, streaming platforms, television, user-generated content, videogames, apps, virtual reality, VFX, design software, and more in order to show how they cross-pollinate with one another and with our desktop interfaces. The result is a new approach for analysing convergent media in the digital era. This interview was conducted by Dr. Miranda Melcher whose forthcoming book focuses on post-conflict military integration, understanding treaty negotiation and implementation in civil war contexts, with qualitative analysis of the Angolan and Mozambican civil wars. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Poppy Wilde, "Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities" (Routledge, 2023) 26:42
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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 to articulate ourselves when the boundary between self and other is unclear. Drawing on fieldnotes of her own gameplay experiences, the author analyses how subjectivity is formed in ways that defy a single individual notion of “self”, and explores how different practices, feelings, and societal understandings can disrupt strict binaries and emphasise our posthumanism. She interrogates if one can speak of an “I” in the face of posthuman multiplicity, before exploring different analytical themes, beginning with how acting theories might be posthumanised and articulate the relationship between avatar and gamer. She then defines posthuman empathy and explains how this is experienced in gaming, before addressing the need to account for boredom, the complexity of nostalgia, and ways death and loss are experienced through gaming. This volume will appeal to a broad audience and is particularly relevant to scholars and students of cultural studies, media studies, humanities, and game studies. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Nahaufnahmen.ch, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Stefano Gualeni, "The Clouds: An Experiment in Theory-Fiction" (Routledge, 2023) 20:28
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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 book features three essays written by the same author that discuss in a more explicit and conventional way three philosophical ideas showcased in The Clouds : the expressive use of fictional games within fictional worlds; the possibility for existential meaning within simulated universes; and the unnatural narratological trope of "unhappening." With its unique format, this book is a fresh reflection on the mediatic form of philosophy and a compelling argument for the philosophical value of fiction. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Nahaufnahmen.ch, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Hartmut Koenitz, "Understanding Interactive Digital Narrative: Immersive Expressions for a Complex Time" (Routledge, 2023) 22:07
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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, media studies, and narratology, as well as interactive documentary and other emerging forms, Hartmut Koenitz's book Understanding Interactive Digital Narrative: Immersive Expressions for a Complex Time (Routledge, 2023) offers important and insightful correctives to common misunderstandings that pervade the field. This book also changes the perspective on IDN by introducing a comprehensive conceptual framework influenced by cybernetics and cognitive narratology, addressing limitations of perspectives originally developed for legacy media forms. Applying its framework, the book analyzes successful works and lays out concrete design advice, providing instructors, students, and practitioners with a more precise and specific understanding of IDN. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Nahaufnahmen.ch, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Cross-Cultural Research on Gaming and “Gaming Disorder” 26:52
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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 edition) classified Gaming Disorder as a "mental disorder due to addictive behaviors." But as Dr. Veli-Matti Karhulahti and Dr. Yaewon Jin explain, there is far from universal consensus on what “gaming disorder” exactly is. They share their insights as researchers of the ORE (Ontological Reconstruction of Gaming Disorder), a five-year interdisciplinary project funded by the European Research Council, and discuss the difficulties not only in identifying “gaming disorder” but in categorizing the various kinds of games that are considered. They share their own experiences with computer gaming, from early 1990s Finnish schools to South Korea’s PC bangs (internet cafés). They leave us to contemplate culturally and historically dependent perspectives not only on what constitutes a so-called disorder, but why individuals play games. This episode is supported by the Otto A. Malm Foundation. Dr. Veli-Matti Karhulahti is the ORE project’s principle investigator and is an interdisciplinary senior researcher of play, games, and the philosophy of science at the University of Jyväskylä. Dr. Yaewon Jin is a post-doctoral researcher at Jyvaskyla, and focuses on South Korea as part of the project. She is also currently a visiting professor at Yonsei University and principal researcher at the Game-n-Science institute. The Nordic Asia Podcast is a collaboration sharing expertise on Asia across the Nordic region, brought to you by the following academic partners: Asia Centre, University of Tartu (Estonia), Asian studies, University of Helsinki (Finland), Centre for Asian Studies, Vytautas Magnus University (Lithuania), Centre for East Asian Studies, University of Turku (Finland) and Centre for East and South-East Asian Studies, Lund University (Sweden) and Norwegian Network for Asian Studies. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 David B. Nieborg and Maxwell Foxman, "Mainstreaming and Game Journalism" (MIT Press, 2023) 34:07
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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 Maxwell Foxman retrace how the game industry and journalists started a subcultural spiral in the 1980s that continues to this day. Digital play became increasingly exclusionary by appealing to niche audiences, relying on hardcore fans and favoring the male gamer stereotype. At the same time, this culture pushed journalists to the margins, leaving them toiling to find freelance gigs and deeply ambivalent about their profession. Mainstreaming and Game Journalism also examines the bumpy process of what we think of as “mainstreaming.” The authors argue that it encompasses three overlapping factors. First, for games to become mainstream, they need to become more ubiquitous through broader media coverage. Second, an increase in ludic literacy, or how-to play games, determines whether that greater visibility translates into accessibility. Third, the mainstreaming of games must gain cultural legitimacy. The fact that games are more visible does little if only a few people take them seriously or deem them worthy of attention. Ultimately, Mainstreaming and Game Journalism provocatively questions whether games ever will—or even should—gain widespread cultural acceptance. This book is available open access here . Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Nahaufnahmen.ch, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Emma Reay, "The Child in Videogames: From the Meek, to the Mighty, to the Monstrous" (Palgrave Macmillan, 2023) 29:17
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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 rules in contemporary Western contexts. It does so by cataloguing and critiquing representations of childhood across a corpus of over 500 contemporary videogames. While child-players are frequently the topic of academic debate – particularly within the fields of psychology, behavioural science, and education research - child-characters in videogames are all but invisible. This book's aim is to make these child-characters not only visible, but legible, and to demonstrate that coded kids in virtual worlds can shed light on how and why the boundaries between adults and children are shifting. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Nahaufnahmen.ch, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Robert Houghton, "Playing the Middle Ages: Pitfalls and Potential in Modern Games" (Bloomsbury, 2023) 25:33
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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 requirements of the medium and by audience expectations of these products and the period., highlighting innovative attempts to overcome these limitations through game design and play. Playing the Middle Ages considers a number of important and timely issues within the field including: one, the connection between medieval games and political nationalistic rhetoric; two, trends in the presentation of religion, warfare and other aspects of medieval society and their connection to modern culture; three, the problematic representations of race; and four, the place of gender and sexuality within these games and the broader gaming community. The book draws on the experience of a wide-ranging and international group of academics across disciplines and from games designers. Through this combination of expertise, it provides a unique perspective on the representation of the Middle Ages in modern games and drives key discussions in the fields of history and game design. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Nahaufnahmen.ch, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Chad Randl and D. Medina Lasansky, "Playing Place: Board Games, Popular Culture, Space" (MIT Press, 2023) 37:34
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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 into their decisions. To what extent do board games represent the social context of their production? How might they reinforce or subvert normative ideas of community and fulfillment? In Playing Place: Board Games, Popular Culture, Space (MIT Press, 2023), Chad Randl and D. Medina Lasansky have curated a collection of thirty-seven fascinating essays, supplemented by a rich trove of photo illustrations, that unpack these questions with breadth and care. Although board games are often recreational objects, their mythologies and infrastructure do not exist in a vacuum—rather, they echo and reproduce prevalent cultural landscapes. This thesis forms the throughline of pieces reflecting on subjects as diverse as the rigidly gendered fantasies of classic mass-market games; the imperial convictions embedded in games that position player-protagonists as conquerors establishing dominion over their “discoveries”; and even the uncanny prescience of games that have players responding to a global pandemic. Representing a thrilling convergence of historiography, architectural history, and media studies scholarship, Playing Place suggests not only that tabletop games should be taken seriously but also that the medium itself is uniquely capable of facilitating our critical consideration of structures that are often taken for granted. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Nahaufnahmen.ch, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Peter Nelson, "Computer Games As Landscape Art" (Palgrave Macmillan, 2023) 36:44
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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 to the technical, economic and cultural features this medium affords. It presents the single-player first-person shooter (Half-Life 2) as a Promethean safari, examines how the economics of gambling and product placement shaped the eSports landscapes of Counter-Strike and reveals how sandboxes such as Garry’s Mod visualise the radical landscape of Web 2.0. This book explores how our relationship to the environment is changing, how we express this through computer games and how we can move beyond examining artistic influences on games to examining how historical connections flow through games and the history of landscape images. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Gabe Durham, "The Legend of Zelda: Majora's Mask" (Boss Fight Books, 2020) 59:07
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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 PlayStation: it was a period of technical advancement and creative experimentation that led to classics still beloved today. Exploring many of these classics—big and small, Japanese and Western, console and PC—are the entries of the Boss Fight Books series, compiled by writer Gabe Durham. Over the past several years, Gabe has invited his fellow writers to put together short works on the classic games that stand out in the medium’s history. As of this interview, the 33 entries in the series span from 1976’s Breakout to 2010’s Red Dead Redemption. For today’s anniversary panel, I invited Gabe along with three of his fellow writers—Alyse Knorr, Sebastien Deken, and Mike Sholars—to talk about their choice of games, what makes the 1989-2000 period so special, and why, perhaps, Japanese companies feature so prominently in the history of games. Gabe Durham is the founding editor & publisher of Boss Fight Books. He is the author of a previous Boss Fight entry, Bible Adventures , and a novel, Fun Camp . (Books mentioned in this interview: The Legend of Zelda: Majora’s Mask [2000, Nintendo 64]) Alyse Knorr is an associate professor of English at Regis University and the co-editor of Switchback Books. She is also the author of the poetry collections Mega-City Redux , Copper Mother , and Annotated Glass. (Books mentioned in this interview: Super Mario Bros. 3 [1989, Nintendo Entertainment System]; Goldeneye 007 [1997, Nintendo 64]) Sebastian Deken is a writer and musician born in St. Louis, Missouri. He studied music and French literature at Washington University in St. Louis, then went on to receive his MFA in nonfiction writing from Columbia University School of the Arts. (Books mentioned in this interview: Final Fantasy VI [1994, Super Nintendo Entertainment System]) Mike Sholars is a writer, editor, podcast host, Creative Director, and former full-time journalist. His work can be found in HuffPost, Kotaku, Polygon, and VICE. (Books mentioned in this interview: PaRappa the Rapper [1996, Sony PlayStation]) Y ou can find more reviews, excerpts, interviews, and essays at The Asian Review of Books ,. Follow on Twitter at @BookReviewsAsia . Nicholas Gordon is an editor for a global magazine, and a reviewer for the Asian Review of Books. He can be found on Twitter at @nickrigordon . Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Ben Whaley, "Toward a Gameic World: New Rules of Engagement from Japanese Video Games" (U Michigan Press, 2023) 47:21
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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 natural disasters, Catherine (2011) addresses Japan’s declining birthrate and aging population, Metal Gear Solid V (2015, after the March 2011 Fukushima triple disaster) takes on nuclear proliferation, and The World Ends with You (2007) faces the issue of social withdrawal. These games differ in genre, platform, and mechanics, but as Whaley shows, they share an interest in using the immersive, multimedia, boundary-crossing experience of gaming to create an emotive, “persuasive” experience that prods gamers to engage with these “IRL” issues in new ways. Nathan Hopson is an associate professor of Japanese language and history in the University of Bergen's Department of Foreign Languages. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Federico Alvarez Igarzábal, "Time and Space in Video Games: A Cognitive-Formalist Approach" (Transcript, 2020) 43:57
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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 the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. This book-length study dedicated to time perception and video games is an indispensable resource for game scholars and game developers alike. Its reader-friendly style makes it readily accessible to the interested layperson. Federico Alvarez is a scholar of games and play working at the intersection of aesthetics and cognitive science. He specializes in time in video games, both concerning the formal analysis of the medium and the psychology of time perception. This combination of fields has allowed him to work on national and international projects both in the humanities (game studies, media studies) and the natural sciences (psychology, neuroscience), combining theoretical and experimental approaches. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Marc Bonner, "Open World Structures: Architecture, Urban and Natural Landscape in the Computer Game" (Büchner-Verlag, 2023) 45:48
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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 nature represented in times of climate change? Particularly in the last 20 years, digital game worlds are adapting features of the physical real world more meticulously than ever before. Through elaborate production processes and complex visualization strategies, the adaptation to the rest of our everyday world is always created in dependence on game mechanics and worldliness. As can be seen at the latest in the example of open-world games, the adoption of certain worldviews and visual traditions leads to ideological implications that go far beyond the narrative conventions transferred from other media formats that have been the focus of research so far. With his theory of architecture as a medial hinge, Marc Bonner reveals that digital game worlds exhibit media-specific properties that were previously out of reach and awaited exploration. By interweaving concepts from media studies, game studies, philosophy, architectural theory, human geography, landscape theory, and art history, among others, Bonner develops a transdisciplinary theoretical model and, using the analytical methods developed from it, makes it possible for the first time to understand and name the complex structure of today's computer games - from indie games to AAA open worlds. Open World Structures ( Offene-Welt-Strukturen (Büchner-Verlag, 2023)) makes the architectonics of digital game worlds comprehensively accessible. Rudolf Inderst is a professor of Game Design at the IU International University of Applied Science. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Stefan Heinrich Simond, "Pixelated Madness: The Construction of Mental Illnesses and Psychiatric Institutions in Video Games" (Hülsbusch, 2023) 27:55
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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 are portrayed in video games? In Pixelated Madness: The Construction of Mental Illnesses and Psychiatric Institutions in Video Games (Hülsbusch, 2023), game studies scholar Stefan Heinrich Simond focuses on a small selection of contemporary video games to present detailed qualitative analyses and ultimately develop a typology of madness in video games that can serve as an instructive basis for further study. The primary goal is thereby not to criticise or evaluate but to describe, understand, and disambiguate. From common tropes such as the horror asylum and the animalised inmate to the sanity meter and subversive means of subjectification, a broad angle on madness in video games is presented. Aside from the concrete analyses, this dissertation also presents a constructivist understanding of madness. Instead of comparing video game characters to diagnostic manuals or therapeutic means to their actual application, video games are taken for what they are: creative expressions that aim to inspire and entertain. Madness in video games is then not considered a mirror to mental illnesses in real life, but a construction in its own right. Based on the presented observations, a new angle on the status of madness in the media might be well warranted. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Betty Adamou, "Games and Gamification in Market Research: Increasing Consumer Engagement in Research for Business Success" (Kogan Page, 2018) 54:12
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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 methods. This not only improves data quality, but offers untapped insights unattainable through traditional methods. Games and Gamification in Market Research: Increasing Consumer Engagement in Research for Business Success (Kogan Page, 2018) shows readers how to design ResearchGames and Gamified Surveys that will intrinsically engage participants and how best to use these methodologies to become, and stay, commercially competitive. In a world where brands and organizations are increasingly interested in the feelings and contexts that drive consumer choices, Games and Gamification in Market Research gives readers the skills to use the components in games to encourage play and observe consumer behaviours via simulations for predictive modelling. Written by Betty Adamou, the UK's leading research game designer and named as one of seven women shaping the future of market research, it explains the ways in which these methodologies will evolve with technologies such as virtual reality and artificial intelligence, and how it will shape research careers. Alongside a companion website, this book provides a fully immersive and fascinating overview of game-based research. Betty Adamou is the Inventor of ResearchGames (TM), and is a globally-recognized Gamification Expert and Designer, with appearances as a keynote address for conferences worldwide, and in several dozen media outlets including BBC Radio, East Anglian Daily Times, and GINX Esports TV. She is a multi-award winning innovator, entrepreneur and researcher, and is the Author of Games and Gamification in Market Research , published in 3 languages and audiobook. Betty also runs the not-for-profit initiative Not Sorry Club , aiming at supporting women in leading unapologetic lives. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Codename Revolution: The Nintendo Wii Platform 20:33
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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 “Wiimote”) play with their whole bodies, waving, swinging, swaying. The mimetic interface shifts attention from what's on the screen to what's happening in physical space. Codename Revolution describes the Wii's impact in technological, social, and cultural terms, examining the Wii as a system of interrelated hardware and software that was consciously designed to promote social play in physical space. Each chapter of Codename Revolution focuses on a major component of the Wii as a platform: the console itself, designed to be low-powered and nimble; the iconic Wii Remote; Wii Fit Plus, and its controller, the Wii Balance Board; the Wii Channels interface and Nintendo's distribution system; and the Wii as a social platform that not only affords multiplayer options but also encourages social interaction in shared physical space. Finally, the authors connect the Wii's revolution in mimetic interface gaming—which eventually led to the release of Sony's Move and Microsoft's Kinect—to some of the economic and technological conditions that influence the possibility of making something new in this arena of computing and culture. Steven E. Jones is Professor of English at Loyola University Chicago. George K. Thiruvathukal is Professor of Computer Science at Loyola University Chicago. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Aaron A. Reed, "50 Years of Text Games: From Oregon Trail to AI Dungeon" (2023) 37:18
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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 Dwarf Fortress to Howling Dogs ; and breakout hits like 80 Days , Fallen London , and Lifeline . Over 600 pages of coverage and dozens of original maps and flowcharts help explain the structure and design of each game included. Aaron A. Reed has been creating and researching interactive stories for twenty years, focusing on understanding the many ways authors and players can tell stories together. He holds a PhD in interactive storytelling, and is currently based in California freelancing as a character and narrative consultant for games. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 The Art of Failure: An Essay on the Pain of Playing Video Games 15:39
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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 game players choose to engage in an activity in which they are nearly certain to fail and feel incompetent. So why do we play video games even though they make us unhappy? Juul examines this paradox. In video games, as in tragic works of art, literature, theater, and cinema, it seems that we want to experience unpleasantness even if we also dislike it. Reader or audience reaction to tragedy is often explained as catharsis, as a purging of negative emotions. But, Juul points out, this doesn't seem to be the case for video game players. Games do not purge us of unpleasant emotions; they produce them in the first place. What, then, does failure in video game playing do? Juul argues that failure in a game is unique in that when you fail in a game, you (not a character) are in some way inadequate. Yet games also motivate us to play more, in order to escape that inadequacy, and the feeling of escaping failure (often by improving skills) is a central enjoyment of games. Games, writes Juul, are the art of failure: the singular art form that sets us up for failure and allows us to experience it and experiment with it. The Art of Failure is essential reading for anyone interested in video games, whether as entertainment, art, or education. Jesper Juul is Assistant Professor at the New York University Game Center. He is the author of Half-Real: Video Games between Real Rules and Fictional Worlds and A Casual Revolution: Reinventing Video Games and Their Players, both published by the MIT Press. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Making Democracy Fun: How Game Design Can Empower Citizens and Transform Politics 15:21
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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 state of our deliberative democracy: the power of good game design. What if public meetings featured competition and collaboration (such as team challenges), clear rules (presented and modeled in multiple ways), measurable progress (such as scores and levels), and engaging sounds and visuals? These game mechanics would make meetings more effective and more enjoyable—even fun. Lerner reports that institutions as diverse as the United Nations, the U.S. Army, and grassroots community groups are already using games and game-like processes to encourage participation. Drawing on more than a decade of practical experience and extensive research, he explains how games have been integrated into a variety of public programs in North and South America. He offers rich stories of game techniques in action, in children's councils, social service programs, and participatory budgeting and planning. With these real-world examples in mind, Lerner describes five kinds of games and twenty-six game mechanics that are especially relevant for democracy. He finds that when governments and organizations use games and design their programs to be more like games, public participation becomes more attractive, effective, and transparent. Game design can make democracy fun—and make it work. Josh Lerner is Executive Director of The Participatory Budgeting Project, a nonprofit organization in New York City that empowers communities to decide how to spend public money. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 The War on Learning: Gaining Ground in the Digital University 16:28
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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 learning itself. In The War on Learning , Elizabeth Losh examines current efforts to “reform” higher education by applying technological solutions to problems in teaching and learning. She finds that many of these initiatives fail because they treat education as a product rather than a process. Highly touted schemes—video games for the classroom, for example, or the distribution of iPads—let students down because they promote consumption rather than intellectual development. Losh analyzes recent trends in postsecondary education and the rhetoric around them, often drawing on first-person accounts. In an effort to identify educational technologies that might actually work, she looks at strategies including MOOCs (massive open online courses), the gamification of subject matter, remix pedagogy, video lectures (from Randy Pausch to “the Baked Professor”), and educational virtual worlds. Finally, Losh outlines six basic principles of digital learning and describes several successful university-based initiatives. Her book will be essential reading for campus decision makers—and for anyone who cares about education and technology. Elizabeth Losh directs the Culture, Art, and Technology Program at Sixth College at the University of California, San Diego. She is the author of Virtualpolitik: An Electronic History of Government Media-Making in a Time of War, Scandal, Disaster, Miscommunication, and Mistakes (MIT Press) and the coauthor of Understanding Rhetoric: A Graphic Guide to Writing. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Academic Chat: "Detention" and Other Horror Videogames: Avatars, Memory and Trauma 35:38
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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 avatars; and recent state support for local game production. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Lars de Wildt, "The Pop Theology of Videogames: Producing and Playing with Religion" (Amsterdam UP, 2023) 35:46
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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: Producing and Playing with Religion (Amsterdam UP, 2023) argues that developers of videogames and their players engage in a ‘Pop Theology’ through which laymen reconsider traditional questions of religion by playing with them. Games allow us to play with religious questions and identities in the same way that children play at being a soldier, or choose to ‘play house.’ This requires a radical rethinking of religious questions as no longer just questions of belief or disbelief; but as truths to be tried on, compared, and discarded at will. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Works of Game: On the Aesthetics of Games and Art 14:58
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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 videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game , John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. "Game Art," which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. "Artgames," created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, "Artists' Games"--with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman--represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities. John Sharp is Associate Professor of Games and Learning at Parsons the New School for Design and a member of the game design collective Local No. 12. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Zhouxiang Lu, "A History of Competitive Gaming" (Routledge, 2022) 31:58
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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 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. Zhouxiang Lu's A History of Competitive Gaming (Routledge, 2022) will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Brendan Keogh, "The Videogame Industry Does Not Exist: Why We Should Think Beyond Commercial Game Production" (MIT Press, 2023) 59:58
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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, people working like artists. Aiming squarely at this disconnect between perception and reality, Brendan Keogh's book The Videogame Industry Does Not Exist: Why We Should Think Beyond Commercial Game Production (MIT Press, 2023) presents a much more accurate and nuanced picture of how the vast majority of videogame-makers work—a picture that reveals the diverse and precarious communities, identities, and approaches that make videogame production a significant cultural practice. Drawing on insights provided by over 400 game developers across Australia, North America, Europe, and Southeast Asia, Keogh develops a new framework for understanding videogame production as a cultural field in all its complexity. Part-time hobbyists, aspirational students, client-facing contractors, struggling independents, artist collectives, and tightly knit local scenes—all have a place within this model. But proponents of non-commercial game making don't exist in isolation; Keogh shows how they and their commercial counterparts are deeply interconnected and codependent in the field of videogame production. A cultural intervention, The Videogame Industry Does Not Exist challenges core assumptions about videogame production—ideas about creativity, professionalism, labor, diversity, education, globalization, and community. Its in-depth, complex portrayal suggests new ways of seeing, and engaging in, the videogame industry that really does exist. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Ida Yoshinaga et al., "Uneven Futures: Strategies for Community Survival from Speculative Fiction" (MIT Press, 2022) 54:11
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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 community’s identity, orientation, and stakes. In Ida Yoshinaga, Sean Guynes, and Gerry Canavan's edited volume Uneven Futures: Strategies for Community Survival from Speculative Fiction (MIT Press, 2022), more than forty writers, critics, game designers, scholars, and activists explore core SF texts, with an eye toward a future in which corporations dominate both the means of production and the means of distribution and governments rely on powerful surveillance and carceral technologies. The essays, international in scope, demonstrate the diversity of SF through a balance of popular mass-market novels, comics, films, games, TV shows, creepypastas, and more niche works. SF works explored range from Riot Baby by Tochi Onyebuchi, 2084: The End of the World by Boualem Sansal, Terra Nullius by Claire Coleman, Watchmen and X-Men comics, and the Marvel film Captain America: The Winter Soldier , to the MaddAddam trilogy by Margaret Atwood, The Dispossessed by Ursula K. Le Guin, The Wandering Earth by Liu Cixin, and the Wormwood trilogy by Tade Thompson. In an era in which ecological disaster and global pandemics regularly expose and intensify deep political-economic inequalities, what futures has SF anticipated? What survival strategies has it provided us? Can it help us to deal with, and grow beyond, the inequalities and injustices of our times? Unlike other books of speculative/science fiction criticism, Uneven Futures uses a think piece format to make its critical insights engaging to a wide audience. The essays inspire visions of better possible futures—drawing on feminist, queer, and global speculative engagements with Indigenous, Latinx, and Afro- and African futurisms—while imparting important lessons for political organizing in the present. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Karen Schrier, "We the Gamers: How Games Teach Ethics and Civics" (Oxford UP, 2021) 33:26
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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, communicate, analyze, and discover when we play games. Combining research-based perspectives and current examples, this volume shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change. We the Gamers introduces and explores various educational frameworks through a range of games and interactive experiences including board and card games, online games, virtual reality and augmented reality games, and digital games like Minecraft , Executive Command , Keep Talking and Nobody Explodes , Fortnite , When Rivers Were Trails , Politicraft , Quandary , and Animal Crossing: New Horizons . The book systematically evaluates the types of skills, concepts, and knowledge needed for civic and ethical engagement, and details how games can foster these skills in classrooms, remote learning environments, and other educational settings. We the Gamers also explores the obstacles to learning with games and how to overcome those obstacles by encouraging equity and inclusion, care and compassion, and fairness and justice. Featuring helpful tips and case studies, We the Gamers shows teachers the strengths and limitations of games in helping students connect with civics and ethics, and imagines how we might repair and remake our world through gaming, together. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Jason C. Cash and Craig T. Olsen, "The World of Final Fantasy VII: Essays on the Game and Its Legacy" (McFarland, 2023) 42:17
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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 game sequels, prequels, a feature-length film, a novel and a multi-volume remake series. Jason C. Cash and Craig T. Olsen's The World of Final Fantasy VII: Essays on the Game and Its Legacy (McFarland, 2023), the first edited collection of essays devoted only to the world of Final Fantasy VII, blends scholarly rigor with fan passion in order to identify the elements that keep Final Fantasy VII current and exciting for players. Some essays specifically address the game's perennially relevant themes and scenarios, ranging from environmental consciousness to economic inequity and posthumanism. Others examine the mechanisms used to immerse the player or to improve the narrative. Finally, there are several essays devoted specifically to the game's legacy, from its influence on later games to its characters' many crossovers and cameos. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture, editor-in-chief at Suisse cultural journal Nahaufnahmen.ch and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 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) 51:27
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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 the case, then why do so many contestants come away from the show empty-handed? Solving The Price is Right (Prometheus Books, 2023) is an in-depth exploration of the underlying probability theory of the popular television program that explores how biases and behavioral pitfalls limit our ability to successfully apply logic and math both on and off the show. With rigorous data and analysis compiled from Seasons 47 and 48 (356 total episodes), investor and math practitioner Justin L. Bergner draws strategic and mathematical insights from all facets of the show, from Contestant's Row bidding to the Showcase Showdown, and all 77 Pricing Games, using a combination of game theory, probability theory, statistics, and pattern recognition. In each section, Bergner summarizes contestant performance, highlights the biases leading to sub-par outcomes, and shows how outcomes can be improved by executing the right strategies while avoiding cognitive biases. Throughout, Bergner applies the lessons learned to the fields of business, finance, and our real lives, shedding light on themes of reverse psychology, strategic patience, and the importance of establishing what is sufficient for success in our pursuits. The result is a truly unique and meticulously researched book that uses Solving The Price is Right as a lens to examine our own choices - and how to make better ones. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Jeffrey G. Snodgrass, "The Avatar Faculty: Ecstatic Transformations in Religion and Video Games" (U California Press, 2023) 55:21
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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 archaic techniques of promoting spiritual ecstasy, which remain central to religious healing traditions around the world, now also have contemporary analogues in virtual worlds found on the internet. In this innovative book, Jeffrey G. Snodgrass argues that avatars allow for the ecstatic projection of consciousness into alternate realities, potentially providing both the spiritually possessed and gamers access to superior secondary identities with elevated social standing. Even if only temporary, self-transformations of these kinds can help reduce psychosocial stress and positively improve health and well-being. Jeffrey G. Snodgrass is Professor of Anthropology at Colorado State University. Armanc Yildiz is a doctoral candidate in Social Anthropology with a secondary field in Studies in Women, Gender and Sexuality at Harvard University. He is also the founder of Academics Write, where he supports scholars in their writing projects as a writing coach and developmental editor. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Larisa Grollemond and Bryan C. Keene, "The Fantasy of the Middle Ages: An Epic Journey through Imaginary Medieval Worlds" (Getty, 2022) 1:01:43
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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, playwrights, filmmakers, gamers, and writers for centuries. Indeed, no other historical era has captured the imaginations of so many creators. The Fantasy of the Middle Ages: An Epic Journey Through Imaginary Medieval Worlds (J. Paul Getty Museum, 2022) aims to uncover the many reasons why the Middle Ages have proven so applicable to a variety of modern moments from the eighteenth through the twenty-first century. These “medieval” worlds are often the perfect ground for exploring contemporary cultural concerns and anxieties, saying much more about the time and place in which they were created than they do about the actual conditions of the medieval period. With over 140 color illustrations, from sources ranging from thirteenth-century illuminated manuscripts to contemporary films and video games, and a preface by Game of Thrones costume designer Michele Clapton, The Fantasy of the Middle Ages will surprise and delight both enthusiasts and scholars. This title is published to accompany an exhibition on view at the J. Paul Getty Museum at the Getty Center from June 21 to September 11, 2022. Larisa Grollemond is the assistant curator of manuscripts at the J. Paul Getty Museum. She received her Ph.D. in art history from the University of Pennsylvania and was a contributing editor for Book of Beasts: The Bestiary in the Medieval World (Getty Publications, 2019). Bryan C. Keene (he/él/they/elle) is assistant professor of art history at Riverside City College and a former associate curator of manuscripts at the J. Paul Getty Museum. He specializes in codex cultures of the global Middle Ages and fantasy medievalisms. He holds a Ph.D. from the Courtauld Institute of Art, at the University of London. Evan Zarkadas (MA) is an independent scholar of European and Medieval history and an educator. He received his master’s in history from the University of Maine focusing on Medieval Europe, the Eastern Mediterranean, medieval identity, and ethnicity during the late Middle Ages. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Felix Zimmermann, "Virtual Realities: Atmospheric Experience of the Past in Digital Games (Büchner-Verlag, 2023) 34:36
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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 expressions of how we find ourselves in certain environments and how we feel about them. Their influence is far-reaching: aesthetic atmospheres are closely linked to a contemporary experience-oriented historical culture whose products and practices claim to establish an immediate contact with the past. With 'Vergangenheitsatmosphären' Felix Zimmermann offers for the first time a term to adequately describe this striving for immediacy. Using in-depth analyses of the digital games Anno 1800 (2019), Assassin's Creed Syndicate (2015), and Dishonored: The Mask of Wrath (2012), the concept is contoured and the productivity of atmospheric research trained on theories and methods of public history, game studies, and phenomenology is demonstrated. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Mary Flanagan and Mikael Jakobsson, "Playing Oppression: The Legacy of Conquest and Empire in Colonialist Board Games" (MIT Press, 2023) 48:28
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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 board games centered around resource management and strategic play. Yet in Playing Oppression, Dr. Flanagan and Dr. Jakobsson apply the incisive frameworks of postcolonial theory to a broad historical survey of board games to show how these seemingly benign entertainments reinforce the logic of imperialism. Through this lens, the commercialized version of Snakes and Ladders takes shape as the British Empire's distortion of Gyan Chaupar (an Indian game of spiritual knowledge), and early twentieth-century “trading games” that fêted French colonialism are exposed for how they conveniently sanitized its brutality while also relying on crudely racist imagery. These games' most explicitly abhorrent features may no longer be visible, but their legacy still lingers in the contemporary Eurogame tendency to exalt (and incentivize) cycles of exploration, expansion, exploitation, and extermination. An essential addition to any player's bookshelf, Playing Oppression deftly analyzes this insidious violence and proposes a path forward with board games that challenge colonialist thinking and embrace a much broader cultural imagination. This interview was conducted by Dr. Miranda Melcher whose doctoral work focused on post-conflict military integration, understanding treaty negotiation and implementation in civil war contexts, with qualitative analysis of the Angolan and Mozambican civil wars. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Stefano Gualeni and Riccardo Fassone, "Fictional Games: A Philosophy of Worldbuilding and Imaginary Play" (Bloomsbury, 2023) 46:02
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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 examples from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce four key functions that different types of imaginary games have in worldbuilding. First, fictional games can emphasize the dominant values and ideologies of the fictional society they belong to. Second, some games function as critical, utopian tools, inspiring shifts in the thinking and political orientation of the fictional characters. Third, imaginary games, especially those with a magical component, are conducive to the transcendence of a particular form of being, such as the overcoming of human corporeality. And fourth, fictional games can deceptively blur the boundaries between the contingency of play and the irrevocable seriousness of "real life", either camouflaging life as a game or disguising a game as something with more permanent consequences. With illustrations in every chapter, bringing the imaginary games to life, Gualeni and Fassone creatively inspire us to consider fictional games anew: not as moments of playful reprieve in a storyline, but as significant and multi-layered rhetorical devices. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Miguel Sicart, "Playing Software: Homo Ludens in Computational Culture" (MIT Press, 2023) 1:01:13
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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, how that play shapes culture and society, and the threat posed by malefactors using play to weaponize everything from conspiracy theories to extractive capitalism. Starting from the controversial idea that software is an essential agent in the information age, Sicart considers our culture in general—and our way of thinking about and creating digital technology in particular—as a consequence of interacting with software's agency through play. As Sicart shows, playing shapes software agency. In turn, software shapes our agency as we adapt and relate to it through play. That play drives the creation of new cultural, social, and political forms. Sicart also reveals the role of make-believe in driving our playful engagement with the digital sphere. From there, he discusses the cybernetic theory of digital play and what we can learn from combining it with the idea that playfulness can mean pleasurable interaction with human and nonhuman agents inside the boundaries of a computational system. Finally, he critiques the instrumentalization of play as a tool wielded by platform capitalism. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Jacob Birken, "Video Games: Digital Image Cultures" (Verlag Klaus Wagenbach, 2022) 1:32:33
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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, such as in the expressionist dystopia Disco Elysium. In Video Games: Digital Image Cultures ( Videospiele: Digitale Bildkulturen ), Jacob Birken vividly analyzes the different types and generations of games, provides insights into the interaction of hardware and software, and shows how newer video games stylistically reference the past of their own medium. But does this also revive the unfulfilled promises of the future of the information society? Jacob Birken writes and researches on the history, aesthetics, and theory of media technologies. In 2018, he published "The California Institution" on the 1906 San Francisco earthquake. He currently works at the University of Cologne. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Jeremiah McCall, "Gaming the Past: Using Video Games to Teach Secondary History" (Routledge, 2022) 49:29
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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 classes. Chapters cover the core parts of planning, designing, and implementing lessons and units based on historical video games. Topics include: Talking to administrators, parents, and students about the educational value of teaching with historical video games. Selecting games that are aligned to curricular goals by considering the genres of historical games. Planning and implementing game-based history lessons ranging from whole class exercises, to individual gameplay, to analysis in groups. Employing instructional strategies to help students learn to play and engage in higher level analysis Identifying and avoiding common pitfalls when incorporating games into the history class. Developing activities and assessments that facilitate interpreting and creating established and new media. Gaming the Past also includes sample unit and lesson plans, worksheets and assessment questions, and a list of historical games currently available, both commercial and freely available Internet games. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Christopher Bartel, "Video Games, Violence, and the Ethics of Fantasy: Killing Time" (Bloomsbury, 2020) 44:28
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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 perform such acts. While this is an intuitive argument, it does not resolve the issue. Focusing on why individual players are motivated to entertain immoral and violent fantasies, Christopher Bartel's book Video Games, Violence, and the Ethics of Fantasy: Killing Time (Bloomsbury, 2020) advances debates about the ethical criticism of art, not only by shining light on the interesting and under-examined case of virtual fantasies, but also by its novel application of a virtue ethical account. Video games are works of fiction that enable players to entertain a fantasy. So, a full understanding of the ethical criticism of video games must focus attention on why individual players are motivated to entertain immoral and violent fantasies. Video Games, Violence, and the Ethics of Fantasy engages with debates and critical discussions of games in both the popular media and recent work in philosophy, psychology, media studies, and game studies. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Jeffrey Carpenter and Andrea Robbett, "Game Theory and Behavior" (MIT Press, 2022) 23:55
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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 the intuition and behavioral insights to apply these tools to real-world situations. It is unique among game theory texts in offering a clear, formal introduction to standard game theory while incorporating evidence from experimental data and introducing recent behavioral models. Students will not only learn about incentives, how to represent situations as games, and what agents “should” do in these situations, but they will also be presented with evidence that either confirms the theoretical assumptions or suggests a way in which the theory might be updated. Jeffrey Carpenter is the James Jermain Professor of Political Economy at Middlebury College. His research interests include Experimental and Behavioral Economics with applications to Labor, Public and Development Economics. While pursuing these interests he has conducted lab and field experiments in North America, South America, Europe and Asia. Andrea Robbett is an Associate Professor of Economics at Middlebury College. Her research uses laboratory experiments to test canonical theoretical models, new ideas, and conventional wisdom. Her work has addressed topics in public economics, labor, voting, information avoidance, financial decision-making and "attribute overload," trust and cooperation, and auctions. Peter Lorentzen is economics professor at the University of San Francisco. He heads USF's Applied Economics Master's program , which focuses on the digital economy. His research is mainly on China's political economy. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Harald Koberg, "Free Play: Digital Gaming and the Longing for Effectiveness" (Büchner-Verlag, 2021) 58:03
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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: Digitales Spielen und die Sehnsucht nach Wirkmächtigkeit ). The answers found aim at experiences of efficacy: digital games and the communication spaces around them offer particular opportunities to experience one's own decisions and actions as relevant and effective. It is not only about narrated stories and interactions with the game, but also about the rules and limits of communication, spaces of unfolding, self-dramatization, and norm-setting. Using the examples of adolescent search for free spaces, insecure masculinity, and achievement society overload, Harald Koberg shows why critique of the medium of video games must focus on people and how much can be determined about larger social contexts along the way. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Kelly I. Aliano, "The Performance of Video Games: Enacting Identity, History and Culture Through Play" (McFarland, 2022) 41:23
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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 author's own experiences as both video game player and performance scholar, The Performance of Video Games: Enacting Identity, History and Culture Through Play (McFarland, 2022) thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Robert Houghton, "Teaching the Middle Ages through Modern Games: Using, Modding and Creating Games for Education and Impact" (de Gruyter, 2022) 44:14
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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 learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool. Teaching the Middle Ages through Modern Games: Using, Modding and Creating Games for Education and Impact (de Gruyter, 2022), edited by Robert Houghton, presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, Teaching the Middle Ages through Modern Games is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Melissa Kagen, "Wandering Games" (MIT Press, 2022) 51:36
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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 of wandering in a variety of game worlds. She shows how the much-derided Walking Simulator—a term that began as an insult, a denigration of games that are less violent, less task-oriented, or less difficult to complete—semi-accidentally tapped into something brilliant: the vast heritage and intellectual history of the concept of walking in fiction, philosophy, pilgrimage, performance, and protest. Kagen examines wandering in a series of games that vary widely in terms of genre, mechanics, themes, player base, studio size, and funding, giving close readings to Return of the Obra Dinn, Eastshade, Ritual of the Moon, 80 Days, Heaven’s Vault, Death Stranding, and The Last of Us Part II. Exploring the connotations of wandering within these different game worlds, she considers how ideologies of work, gender, colonialism, and death inflect the ways we wander through digital spaces. Overlapping and intersecting, each provides a multifaceted lens through which to understand what wandering does, lacks, implies, and offers. Kagen’s account will attune game designers, players, and scholars to the myriad possibilities of the wandering ludic body. Rebekah Buchanan is a Professor of English and Director of English Education at Western Illinois University. Her research focuses on feminism, activism, and literacy practices in youth culture, specifically through zines and music. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Adam Crowley, "Representations of Poverty in Videogames" (Palgrave MacMillan, 2022) 1:02:32
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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 field of literary studies to identify analytical frameworks for addressing and understanding these themes. Throughout, the book considers how the academic area of inquiry known as game studies has developed over time, and makes use of such scholarship to present, frame, and value its major claims and findings. In its conclusion, the book models how poverty themes might be identified and associated for the purpose of gaining greater insights into how games can shape, and also be shaped by, the player’s economic expectations. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Andrei Nae, "Immersion, Narrative, and Gender Crisis in Survival Horror Video Games" (Routledge, 2021) 51:43
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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 political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science and editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Adrian Hon, "You've Been Played: How Corporations, Governments, and Schools Use Games to Control Us All" (Basic Books, 2022) 43:33
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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 aspect of modern life. In You’ve Been Played, game designer Adrian Hon delivers a blistering takedown of how corporations, schools, and governments use games and gamification as tools for profit and coercion. These are games that we often have no choice but to play, where losing has heavy penalties. You’ve Been Played is a scathing indictment of a tech-driven world that wants to convince us that misery is fun, and a call to arms for anyone who hopes to preserve their dignity and autonomy. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science and editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Christopher Lukman, "Control Machines: Toward a Dispositive Theory of Computer Games" (Lit Verlag, 2022) 30:28
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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 dedicated to the connections between knowledge and power. The medium of the videogame is looked at in its complicity with neoliberalism and the control society as well as in its media-technological conditionality and its qualities of self-reflection and self-criticism. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science and editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 How to Play Poker Like the Pros: A Conversation with Jonathan Little 1:12:49
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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 maintain a margin of safety that has lasted his entire career. Now 37 years old, Jonathan continues to play poker professionally, recently ranking as high as the 24th best player in the world. He has written several books on poker strategy and teaches at https://pokercoaching.com . At first glance, poker and entrepreneurship might appear to be very different activities; however, seasoned pros like Jonathan show how poker at its highest level is akin to investing. Each hand is like an investment opportunity. Playing a great hand is like finding an asymmetric investment opportunity. With each win, you can choose to reinvest or take the profits. Both activities rely on the power of compounding and risk mitigation. And, perhaps most significantly, both poker and entrepreneurship require humility and patience in the face of constant uncertainty. Follow Jonathan Little at: https://twitter.com/PokerCoaching_ https://twitter.com/JonathanLittle https://pokercoaching.com/home About NBN: The NBN Entrepreneurship and Leadership podcast aims to educate, inform and entertain, sharing insights based on the personal stories of carefully selected guests—all in an informal atmosphere of unscripted conversations and open, personal accounts. Find links to past episodes here . About our Hosts: Kimon Fountoukidis : Kimon is the founder of both Argos Multilingual and PMR . He founded both companies in the mid-90s with zero capital, and both have gone on to become market leaders in their respective sectors. Kimon was born in New York and moved to Krakow, Poland in 1993. He is passionate about sharing his success with others and working entrepreneurs of all kinds to help them achieve their goals. Listen to his story here . Kimon's on Twitter here . Richard Lucas : Richard is a business and social entrepreneur who has founded or invested in more than 30 businesses, including Argos Multilingual , PMR and, in 2020, the New Books Network. Richard has been a TEDx event organiser for years, supports the pro-entrepreneurship ecosystem, and leads entrepreneurship workshops at all levels. He was born in Oxford and moved to Poland in 1991, where continues to invest in promising companies and helps other entrepreneurs realise their dreams. Listen to his story in an autobiographical TEDx talk here . Richard is on Twitter here . Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 C. Thi Nguyen, "Games: Agency as Art" (Oxford UP, 2020) 57:15
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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 motivations. This volume presents a new theory of games which insists on their unique value. In Games: Agency as Art (Oxford UP, 2020), C. Thi Nguyen argues that games are an integral part our systems of communication and our art. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. When we play games, we can pursue a goal, not for its own value, but for the value of the struggle. Thus, playing games involves a motivational inversion from normal life. We adopt an interest in winning temporarily, so we can experience the beauty of the struggle. Games offer us a temporary experience of life under utterly clear values, in a world engineered to fit to our abilities and goals. Games also let us to experience forms of agency we might never have developed on our own. Games, it turns out, are a special technique for communication. They are a technology that lets us record and transmit forms of agency. Our games form a "library of agency" and we can explore that library to develop our autonomy. Games use temporary restrictions to force us into new postures of agency. Adam Bobeck is a PhD candidate in Cultural Anthropology at the University of Leipzig. His PhD is entitled “Object-Oriented Azadari: Shi’i Muslim Rituals and Ontology”. For more about his work, see www.adambobeck.com. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Esther Wright, "Rockstar Games and American History: Promotional Materials and the Construction of Authenticity" (de Gruyter, 2022) 34:11
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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 does Rockstar’s version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar’s games and a range of official communications and promotional materials, Rockstar Games and American History: Promotional Materials and the Construction of Authenticity (de Gruyter, 2022) offers critical discussion of Rockstar as a company, their video games, and ultimately, their attempts at creating new narratives about U.S. history and culture. It explores the ways in which Rockstar’s brand identity and their titles coalesce to create a new kind of video game history, how promotional materials work to claim the "authenticity" of these products, and assert the authority of game developers to perform the role of historian. By working at the intersection of historical game studies, U.S. history, and film and media studies, this book explores what happens when contemporary demands for historical authenticity are brought to bear on the way we envisage the past – and whose past it is deemed to be. Ultimately, this book implores those who research historical video games to consider the oft-forgotten sources at the margins of these games as importance spaces where historical meaning is made and negotiated. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science and editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Don’t Hate the Player: The World of E-Sports 34:47
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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 want to make it. Unfortunately, e-sports have many of the problems that ‘real’ sports do, and some are even worse. E-sports have lower pay, more stringent IP regimes, singular corporate control, and less labour organizing. However, could things be changing? Jay talks to Alexander Lee, esports and games reporter at Digiday. He takes us through the booming world of esports: the good, the bad, the repetitive stress injuries, and what to do about it. —————————-SUPPORT THE SHOW—————————- You can support the show for free by following or subscribing on Spotify, Apple Podcasts , or whichever app you use. This is the best way to help us out and it costs nothing so we’d really appreciate you clicking that button. If you want to do a little more we would love it if you chip in. You can find us on patreon.com/dartsandletters . Patrons get content early, and occasionally there’s bonus material on there too. ——————-ABOUT THE SHOW—————— For a full list of credits, contact information, and more, visit our about page. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Save the Whales: The Addictive Psychology Behind Video Games 1:01:23
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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 their rigs. These practices are often exploitative and, for some who fall victim to them, devastating. Some countries, like China, are pushing back. But their restrictions are overbearing and unlikely to work as people skirt the restrictions. There are better ways. On this episode of Darts and Letters, we take a journey to save the whales. —————————-SUPPORT THE SHOW—————————- You can support the show for free by following or subscribing on Spotify, Apple Podcasts , or whichever app you use. This is the best way to help us out and it costs nothing so we’d really appreciate you clicking that button. If you want to do a little more we would love it if you chip in. You can find us on patreon.com/dartsandletters . Patrons get content early, and occasionally there’s bonus material on there too. ——————-ABOUT THE SHOW—————— For a full list of credits, contact information, and more, visit our about page. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Peter Winkler, "Mathematical Puzzles" (A K Peters, 2020) 1:07:13
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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 of the puzzles are then organized into 24 chapters according to the key insight that leads to their solutions. Each insight gets a brief mathematical treatment, and by the end of each chapter the reader is primed to appreciate an important and kindred mathematical result. In our interview, Dr. Winkler walked me through a handful of puzzles from two chapters. The first, "The Law of Small Numbers", gives a tongue-in-cheek name to the strategy of gaining insight from a smaller version of a larger problem. The puzzles lead up to a discussion of perfect matchings, whose small-number analogues reveal an elegant geometric solution. The second, "Infinite Choice", begins with some variations on hat-guessing puzzles, which turn out to admit surprisingly powerful strategies even among infinitudes of players! The chapter closes with an accessible peek at graph coloring problems. The book is delightfully designed with playful header fonts and illustrations by cartoonist Jess Johnson, through an equally delightful collaboration we took a moment to discuss. As Dr. Winkler aimed, i believe the book will appeal both to the puzzle enthusiast with a limited background in mathematics and to the mathematics enthusiast who, like myself, never really took to puzzles—as well, of course, to those dual enthusiasts whom the author epitomizes. Suggested companion works: How to Solve It: A New Aspect of Mathematical Method by Georg Pólya Martin Gardner’s Mathematical Games: The Entire Collection of his Scientific American Columns Peter Winkler is the William Morrill Professor of Mathematics and Computer Science at Dartmouth College and, for 2019–2020, the Distinguished Visiting Professor for the Public Dissemination of Mathematics at the National Museum of Mathematics. He is the author of 160 research papers, a dozen patents, two previous puzzle books, a book on cryptographic techniques in the game of bridge, and a portfolio of compositions for ragtime piano. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Moral Kombat: How Mortal Kombat Caused Moral Outrage 1:08:13
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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 Cockburn travels back to the 90s, and looks at the story of Mortal Kombat. The game was violent, gory, glorious. It was a youth rebellion in miniature. Parents rebelled against the rebellion, staging their own petulant counter-revolution, and politicians embraced it. It triggered a moral panic and even congressional hearings into violence in games. But why did it happen, who did it serve, and what does it tell us about our own culture? —————————-SUPPORT THE SHOW—————————- You can support the show for free by following or subscribing on Spotify, Apple Podcasts , or whichever app you use. This is the best way to help us out and it costs nothing so we’d really appreciate you clicking that button. If you want to do a little more we would love it if you chip in. You can find us on patreon.com/dartsandletters . Patrons get content early, and occasionally there’s bonus material on there too. ——————-ABOUT THE SHOW—————— For a full list of credits, contact information, and more, visit our about page. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 The Revolution Will Not Be Streamed: The Intellectual Culture of Twitch Streamers 1:27:53
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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 platform that is mainly used for watching other people play video games. We dissect the debate, and its limitations. But more broadly, we ask, why are gamers becoming an emerging political commentariat, and what does that mean for the rest of us? Twitch is reshaping political and intellectual discourse, whether we like it or not; is it making that discourse more vibrant and more inclusive, or more phoney and more bro-y? —————————-SUPPORT THE SHOW—————————- You can support the show for free by following or subscribing on Spotify, Apple Podcasts , or whichever app you use. This is the best way to help us out and it costs nothing so we’d really appreciate you clicking that button. If you want to do a little more we would love it if you chip in. You can find us on patreon.com/dartsandletters . Patrons get content early, and occasionally there’s bonus material on there too. ——————-ABOUT THE SHOW—————— For a full list of credits, contact information, and more, visit our about page. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Felix Schniz, "Genre and Video Game: Introducing an Impossible Taxonomy" (Springer, 2021) 1:22:25
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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 experience. Working with video games (and working with their genres) turns out to be working with an objet ambigu: an intangible object of art whose potential is revealed and developed, again and again, in the process of interacting with the user. Rudolf Inderst is a professor of Game Design at the IU International University of Applied Science. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Samuel Ulbricht, "Ethics of Computer Gaming: A Groundwork" (Palgrave MacMillan, 2022) 43:54
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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 differentiated professional clarification of the phenomenon is needed: Can playing computer games be immoral? To answer this question, the author first discusses what we do at all when we play computer games: What kind of action are we talking about? The second step is a moral classification that reveals whether (and if so, why) some cases of computer gaming are morally problematic. The considerations made here provide a fundamental insight into the normative dimension of computer gaming. This book is a translation of the original German 1st edition Ethik des Computerspielens by Samuel Ulbricht in 2020. Rudolf Inderst is a professor of Game Design at the IU International University of Applied Science. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Rachael Hutchinson and Jérémie Pelletier-Gagnon, "Japanese Role-Playing Games: Genre, Representation, and Liminality in the JRPG" (Lexington Books, 2022) 46:40
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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 America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English-speaking audience to Japanese video game scholarship while also extending postcolonial and philosophical readings to the Japanese game text. In a three-pronged approach, the collection uses these analyses to look at genre, representation, and liminality, engaging with a multitude of concepts including stereotypes, intersectionality, and the political and social effects of JRPGs on players and industry conventions. Broadly, this collection considers JRPGs as networked systems, including evolved iterations of MMORPGs and card-collecting “social games” for mobile devices. Scholars of media studies, game studies, Asian studies, and Japanese culture will find this book particularly useful. Jingyi Li is a PhD Candidate in Japanese History at the University of Arizona. She researches about early modern Japan, literati, and commercial publishing. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 John Wills, "Gamer Nation: Video Games and American Culture" (Johns Hopkins UP, 2019) 55:21
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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 successful early arcade titles, Gun Fight helped introduce an entire nation to video-gaming and sold more than 8,000 units. In Gamer Nation: Video Games and American Culture (Johns Hopkins UP, 2019), John Wills examines how video games co-opt national landscapes, livelihoods, and legends. Arguing that video games toy with Americans' mass cultural and historical understanding, Wills show how games reprogram the American experience as a simulated reality. Blockbuster games such as Civilization, Call of Duty, and Red Dead Redemption repackage the past, refashioning history into novel and immersive digital states of America. Controversial titles such as Custer's Revenge and 08.46 recode past tragedies. Meanwhile, online worlds such as Second Life cater to a desire to inhabit alternate versions of America, while Paperboy and The Sims transform the mundane tasks of everyday suburbia into fun and addictive challenges. Working with a range of popular and influential games, from Pong, Civilization, and The Oregon Trail to Grand Theft Auto, Silent Hill, and Fortnite, Wills critically explores these gamic depictions of America. Touching on organized crime, nuclear fallout, environmental degradation, and the War on Terror, Wills uncovers a world where players casually massacre Native Americans and Cold War soldiers alike, a world where neo-colonialism, naive patriotism, disassociated violence, and racial conflict abound, and a world where the boundaries of fantasy and reality are increasingly blurred. Ultimately, Gamer Nation reveals not only how video games are a key aspect of contemporary American culture, but also how games affect how people relate to America itself. Rudolf Inderst is a professor of Game Design at the IU International University of Applied Science. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Mindy Capaldi, "Teaching Mathematics Through Games" (American Mathematical Society, 2021) 47:23
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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 mathematics education for college curricula. Teaching Mathematics Through Games (MAA Press, 2020) comprises lesson material for the full breadth of coursework taken by math students involving just as diverse and often surprising a breadth of games. I've become interested in how edited collections come about, especially in mathematics, so i took some time at the start to ask Dr. Capaldi about the conception and production of this project. We then discussed a selection of six of the book's seventeen chapters that offer a sense of its scope and a taste of its value. To touch briefly on some chapters we did not discuss: Christine Latulippe use the combinatorial format of Sudoku and dates in the history of mathematics to practice converting between numeration systems; and Jacob Heidenreich adapts the game play of Battleship to hone students' understanding of properties of functions. In addition to a detailed description of game play and how it ties in to the topic, each chapter contains exercises, problems, or activities that build upon the core lesson, and an online supplement provides material to support the lessons in practice. The book is designed specifically for instructors and provides rich material for an active learning curriculum, but avid and curious gamers and math geeks will also find much to enjoy. Suggested companion works: MAA Instructional Practices Guide Gathering 4 Gardner Mindy Capaldi is an Associate Professor of Mathematics and Statistics at Valparaiso University in Indiana. She completed her Ph.D. at North Carolina State University in 2010 and is currently on a leave of absence as a Program Director at the National Science Foundation. Cory Brunson is an Assistant Professor at the Laboratory for Systems Medicine at the University of Florida. His research focuses on geometric and topological approaches to the analysis of medical and healthcare data. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Thomas Haigh and Paul E. Ceruzzi, "A New History of Modern Computing" (MIT Press, 2021) 47:16
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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, shop, stream music, and movies, communicate, and count their steps. A comprehensive reimagining of Ceruzzi's A History of Modern Computing, this new volume uses each chapter to recount one such transformation, describing how a particular community of users and producers remade the computer into something new. Haigh and Ceruzzi ground their accounts of these computing revolutions in the longer and deeper history of computing technology. They begin with the story of the 1945 ENIAC computer, which introduced the vocabulary of "programs" and "programming," and proceed through email, pocket calculators, personal computers, the World Wide Web, videogames, smartphones, and our current world of computers everywhere--in phones, cars, appliances, watches, and more. Finally, they consider the Tesla Model S as an object that simultaneously embodies many strands of computing. Dr. Thomas Haigh is a Professor of History at the University of Wisconsin-Milwaukee and Comenius Visiting Professor at Siegen University. He has been researching the history of computing for more than twenty years and is a past chair of SIGCIS, the group for historians of information technology. He is the lead author, with Mark Priestley and Crispin Rope, of ENIAC in Action: Making and Remaking the Modern Computer, about the design, construction, and use of the first general-purpose programmable electronic computer, the ENIAC. His new book, with Paul Ceruzzi, is New History of Modern Computing: a comprehensive history of computing from ENIAC to the Covid-19 pandemic. Austin Clyde is a Ph.D. candidate at the University of Chicago Department of Computer Science. He researches artificial intelligence and high-performance computing for developing new scientific methods. He is also a visiting research fellow at the Harvard Kennedy School's Science, Technology, and Society program, where my research addresses the intersection of artificial intelligence, human rights, and democracy. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Grant Tavinor, "The Aesthetics of Virtual Reality" (Routledge, 2021) 51:24
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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, we must focus on the medium and its uses, and not the hypothetical and speculative instances that are typically the focus of earlier works. He also argues that much of the cultural and metaphysical hype around virtual reality is undeserved. But this does not mean that virtual reality is illusory or uninteresting; on the contrary, it is significant for the altogether different reason that it overturns much of our understanding of how representational media can function and what we can use them to achieve. The Aesthetics of Virtual Reality (Routledge, 2021) is the first book to present an aesthetics of virtual reality media. It situates virtual reality media in terms of the philosophy of the arts, comparing them to more familiar media such as painting, film and photography. Grant Tavinor speaks to Pierre d’Alancaisez about some of the fundamental features of virtual reality, the implications of working in a picturing medium, as well as the challenges that VR poses to the philosophy of the arts and ethics. Grant Tavinor is Senior Lecturer in Philosophy at Lincoln University, New Zealand. He has published widely on the aesthetics of videogames, virtual worlds, digital media ethics, and the philosophy of technology. Pierre d’Alancaisez is a contemporary art curator, cultural strategist, researcher. Sometime scientist, financial services professional. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Kurt Squire, "Making Games for Impact" (MIT Press, 2021) 45:06
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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 effective and marketable. Because there is no one design process for making games for impact—specific processes arise in response to local needs and conditions—Squire presents a series of case studies that range from a small, playable game created by a few programmers and an artist to a multimillion-dollar project with funders, outside experts, and external constraints. These cases, drawn from the Games + Learning + Society Center at the University of Wisconsin–Madison, show designers tackling such key issues as choosing platforms, using data analytics to guide development, and designing for new markets. Although not a how-to guide, the book offers developers, researchers, and students real-world lessons in greenlighting a project, scaling up design teams, game-based assessment, and more. The final chapter examines the commercial development of an impact game in detail, describing the creation of an astronomy game, At Play in the Cosmos , that ships with an introductory college textbook. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Joseph P. Laycock, "Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds" (U California Press, 2015) 1:15:56
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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-Playing Games Says about Play, Religion, and Imagined Worlds (University of California Press, 2015) by Joseph Laycock, explores both the history and the sociological significance of this panic. Fantasy role-playing games do share several functions in common with religion. However, religion—as a socially constructed world of shared meaning—can also be compared to a fantasy role-playing game. In fact, the claims of the moral entrepreneurs, in which they presented themselves as heroes battling a dark conspiracy, often resembled the very games of imagination they condemned as evil. By attacking the imagination, they preserved the taken-for-granted status of their own socially constructed reality. Interpreted in this way, the panic over fantasy-role playing games yields new insights about how humans play and how they construct and maintain meaningful worlds together. Joseph Laycock is an associate professor of religious studies at Texas State University. He has written several books on new religious movements and American religious history, including one on The Satanic Temple. He is also a co-editor for the journal Nova Religio . Carrie Lynn Evans is currently a PhD student of English Literature with Université Laval in Quebec. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Alyssa Goldstein Sepinwall, "Slave Revolt on Screen: The Haitian Revolution in Film and Video Games" (UP of Mississippi, 2021) 1:10:44
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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 Revolution in Film and Video Games (University Press of Mississippi, 2021) illustrates how this holds true not just in the writing of historical narratives but also the history of film. The book shows how one of the most important revolutions in world history, a revolt in which enslaved people fought for their freedom and created the first majority Black and post-slavery republic, has been silenced, ridiculed, or whitewashed by American and European film makers. She introduces us to Haitian directors such as Raoul Peck who want to tell their own story, free of white saviors but with the full horrors of slavery. The book takes some surprising turns. It turns out video games such as Assassins’ Creed do a better job at recreating the resistance of enslaved people than most films. Sepinwall also finds an unexpected hero in comedian Chris Rock. His Top Five contains a subplot about a fictionalized version of Rock trying to promote his film about the Haitian Revolution to white journalists who can't even understand the concept of a slave revolt. Dr. Sepinwall, who earned her doctorate at Stanford, is a professor of history at California State University San Marcos. Her previous books include The Abbé Grégoire and the French Revolution: The Making of Modern Universalism and Haitian History: New Perspectives . She also has a number of articles in journals and edited collections such as Journal of Modern History , Journal of Haitian Studies , Journal of American Culture , and Raoul Peck: Power, Politics, and the Cinematic Imagination . In the interests of full disclosure, she is one of my favorite collaborators and we co-edited a volume of the World History Bulletin on France in world history . Michael G. Vann is a professor of world history at California State University, Sacramento. A specialist in imperialism and the Cold War in Southeast Asia, he is the author of The Great Hanoi Rat Hunt: Empires, Disease, and Modernity in French Colonial Vietnam (Oxford University Press, 2018). When he’s not reading or talking about new books with smart people, Mike can be found surfing in Santa Cruz, California. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Roopika Risam and Kelly Baker Josephs, "The Digital Black Atlantic" (U Minnesota Press, 2021) 43:38
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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, and scholarly knowledge production. The Digital Black Atlantic (University of Minnesota Press, 2021) spans the African diaspora’s range—from Africa to North America, Europe, and the Caribbean—while its essayists span academic fields—from history and literary studies to musicology, game studies, and library and information studies. This transnational and interdisciplinary breadth is complemented by essays that focus on specific sites and digital humanities projects throughout the Black Atlantic. Covering key debates, The Digital Black Atlantic asks theoretical and practical questions about the ways that researchers and teachers of the African diaspora negotiate digital methods to explore a broad range of cultural forms including social media, open access libraries, digital music production, and video games. The volume further highlights contributions of African diaspora studies to digital humanities, such as politics and representation, power and authorship, the ephemerality of memory, and the vestiges of colonialist ideologies. Grounded in contemporary theory and praxis, The Digital Black Atlantic puts the digital humanities into conversation with African diaspora studies in crucial ways that advance both. Digital Black Atlantic projects and a journal referenced in the interview: sx: a small literary salon Sonya Donaldson's Singing into the Nation Kaiama Glover and Alex Gil's In the Same Boats Schuler Espirit's Create Caribbean Roopika Risam's The Global Du Bois Project Sharika Crawford is an associate professor of history at the United States Naval Academy in Annapolis and the author of The Last Turtlemen of the Caribbean: Waterscapes of Labor, Conservation, and Boundary Making (University of North Carolina Press, 2020). Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Annelise Heinz, "Mahjong: A Chinese Game and the Making of Modern American Culture" (Oxford UP, 2021) 1:14:39
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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 Force Base in Ohio, to Jewish American bungalow colonies in the Catskill Mountains—and beyond. Heinz examines the intersection of leisure and Orientalism to show how the game shaped the lives and identities of Chinese and Americans alike over half a century. Equally fascinating is Heinz’s discussion of mahjong’s evolving materiality, from artisanal bone-and-ivory production to mass-manufactured plastic. To tell this story, Heinz combines a wide array of sources, including not only manuscript material and newspapers, but also novels, popular music, and dozens of oral history interviews. Mahjong will interest scholars of American culture; women’s, gender, and sexuality studies; race and immigration; Jewish studies; and business history—as well as mahjong fans and players of all backgrounds. Pung! Ian Shin is Assistant Professor of History and American Culture at the University of Michigan. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Mary Pilon, "The Monopolists: Obsession, Fury, and the Scandal Behind the World's Favorite Board Game" (Bloomsbury, 2015) 53:40
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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 originator of the game, and one man's lifelong obsession to tell the true story about the game's questionable origins. Most think it was invented by an unemployed Pennsylvanian who sold his game to Parker Brothers during the Great Depression in 1935 and lived happily--and richly--ever after. That story, however, is not exactly true. Ralph Anspach, a professor fighting to sell his Anti-Monopoly board game decades later, unearthed the real story, which traces back to Abraham Lincoln, the Quakers, and a forgotten feminist named Lizzie Magie who invented her nearly identical Landlord's Game more than thirty years before Parker Brothers sold their version of Monopoly. Her game--underpinned by morals that were the exact opposite of what Monopoly represents today--was embraced by a constellation of left-wingers from the Progressive Era through the Great Depression, including members of Franklin Roosevelt's famed Brain Trust. A gripping social history of corporate greed that illuminates the cutthroat nature of American business over the last century, The Monopolists reads like the best detective fiction, told through Monopoly's real-life winners and losers. Mary Pilon is a journalist, screenwriter, and author of the bestselling books "The Monopolists" and "The Kevin Show" as well as co-host and co-author of “Twisted: The Story of Larry Nassar and the Women Who Brought Him Down.” Her work regularly appears in the New Yorker, Esquire, Bloomberg BusinessWeek, Vice, New York, and The New York Times, among other publications. Dr. Lee Pierce (they & she) is Assistant Professor of Rhetorical Communication at State University of New York at Geneseo and host of the podcast RhetoricLee Speaking . Connect with Lee on Gmail and social media @rhetoriclee. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Jonas Peters and Nicolai Meinshausen, "The Raven's Hat: Fallen Pictures, Rising Sequences, and Other Mathematical Games" (MIT Press, 2021) 53:37
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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 mathematical concepts. The Raven's Hat presents a series of engaging games that seem unsolvable--but can be solved when they are translated into mathematical terms. How can players find their ID cards when the cards are distributed randomly among twenty boxes? By applying the theory of permutations. How can a player guess the color of her own hat when she can only see other players' hats? Hamming codes, which are used in communication technologies. Like magic, mathematics solves the apparently unsolvable. The games allow readers, including university students or anyone with high school-level math, to experience the joy of mathematical discovery. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 J. Rosenhouse, "Games for Your Mind: The History and Future of Logic Puzzles" (Princeton UP, 2020) 53:29
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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 never heard of. It’s absolutely amazing what a truly deep field grew from recreational pastimes – and this book is an absolute treasure trove of stuff you can’t help thinking about. If you like logic, you’re certain to be sucked in – but you’ll enjoy the ride. Logic puzzles were first introduced to the public by Lewis Carroll in the late nineteenth century and have been popular ever since. Games like Sudoku and Mastermind are fun and engrossing recreational activities, but they also share deep foundations in mathematical logic and are worthy of serious intellectual inquiry. Games for Your Mind explores the history and future of logic puzzles while enabling you to test your skill against a variety of puzzles yourself. In this informative and entertaining book, Jason Rosenhouse begins by introducing readers to logic and logic puzzles and goes on to reveal the rich history of these puzzles. He shows how Carroll's puzzles presented Aristotelian logic as a game for children, yet also informed his scholarly work on logic. He reveals how another pioneer of logic puzzles, Raymond Smullyan, drew on classic puzzles about liars and truthtellers to illustrate Kurt Gödel's theorems and illuminate profound questions in mathematical logic. Rosenhouse then presents a new vision for the future of logic puzzles based on nonclassical logic, which is used today in computer science and automated reasoning to manipulate large and sometimes contradictory sets of data. Featuring a wealth of sample puzzles ranging from simple to extremely challenging, this lively and engaging book brings together many of the most ingenious puzzles ever devised, including the Hardest Logic Puzzle Ever, metapuzzles, paradoxes, and the logic puzzles in detective stories. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 C. Thi Nguyen, "Games: Agency as Art" (Oxford UP, 2020) 1:07:25
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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 abilities are in the game environment. The resulting disposable ends and interesting struggles yields valuable aesthetic experiences that enhance our capacities for autonomous agency. Yet Nyugen, an associate professor of philosophy at the University of Utah, also warns of the harmful effects of the gamification of real life, when the simple goals and motivations in games leak into our real- world agency and can lead to social and moral disaster. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Cailin O’Connor, "Games in the Philosophy of Biology" (Cambridge UP, 2020) 1:06:46
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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 particular branch, evolutionary game theory, and discusses how game theoretic models have helped explain the genesis of the meanings of linguistic and nonlinguistic signals, altruistic behavior, the spread of misinformation, and the origins of fair and unfair distributions of benefits in society. O’Connor, who is associate professor of logic and philosophy of science at the University of California–Irvine, also considers some of the drawbacks of game theoretic models. Her short introduction makes a major area of social scientific investigation accessible to readers without mathematical background. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 William Gibbons, "Unlimited Replays: Video Games and Classical Music" (Oxford UP, 2018) 1:00:36
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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 readings of the scores of specific games to an analysis of games with characters related to classical music, Gibbons asks what happens when highbrow art meets lowbrow entertainment. Often classical music enhances the visual and storytelling elements of a game by sonically marking characters or situations as wealthy or sophisticated, as also happens in film and TV scores. Gibbons finds unexpected connections and layering of signification as video game scores exploit musical references from sources as far flung as Stanley Kubrick’s films to Richard Wagner’s Lohengrin. He ends the book with an account of how orchestras are trying to use the immense popularity of gaming to raise money and attract new audiences by playing concerts of video game music. William Gibbons is an associate professor of musicology and Associate Dean of the College of Fine Arts at Texas Christian University. His research centers on how canonical classical music repertoires function outside their initial time of compositions. In addition to his first book, Building the Operatic Music (University of Rochester Press), he has published numerous journal articles including in American Music, 19th-Century Music Review, and Opera Quarterly, and has co-edited a volume on video game music published in 2014 and another forthcoming later this year both from Routledge Press. Kristen M. Turner , Ph.D. is a lecturer at North Carolina State University in the music department. Her work centers on American musical culture at the turn of the twentieth century and has been published in several journals and essay collections. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Alex Wade, “Playback: A Genealogy of 1980s British Videogames” (Bloomsbury Academic, 2018) 48:22
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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 and distributed among players. He situates gaming in the underground subcultures of arcades, connecting early arcade cultures to present-day gambling and gaming. Wade analyzes the ways that 1980s gaming gave rise to today’s gaming industry. Through his in-depth research into 1980s British gaming culture, Wade argues that video games give insight into social, political, and cultural landscapes in ways that deserve exploration and recognition. Wade’s work on gaming and gaming culture is essential reading in games studies and media and his focus on sociology of gaming makes for an appeal to a wide audience. Rebekah Buchanan is an Associate Professor of English at Western Illinois University. She researches zines, zine writers and the influence of music subcultures and fandom on writers and narratives. She is the author of Writing a Riot: Riot Grrrl Zines and Feminist Rhetorics (Peter Lang, 2018). You can find more about her on her website, follow her on Twitter @rj_buchanan or email her at rj-buchanan@wiu.edu . Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Alfie Bown, “The Playstation Dreamworld” (Polity, 2017) 43:38
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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 impact on the social world. The book uses a plethora of gaming examples, drawing out the ambivalences and potentials in even the most seemingly un-revolutionary games. These range from the transformation of space and urban experience in Pokemon Go, through the more corporate or reactionary experiences of Uncharted, through to the subversive elements of Papers Please. The book is essential reading for anyone interested in understanding how we live, through video games, now. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Phillip Penix-Tadsen, “Cultural Code: Video Games and Latin America” (MIT Press, 2016) 46:18
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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 video games, with a particular emphasis on Latin America. In Cultural Code, Penix-Tadsen examines how Latin America is represented in some of the most popular of games, as well as how Latin American developers, themselves, represent their various countries. In so doing, Penix-Tadsen investigates the emergence of video games as cultural currency, and advances a vocabulary for describing how culture is integrated in to all aspects of gaming. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Nathan Altice, “I Am Error: The Nintendo Family Computer-Entertainment System Platform” (MIT Press, 2015) 38:44
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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. Although more formally identified by Ian Bogost and Nick Montfort in 2007 at the Digital Arts and Cultures Conference, the decades old platform studies discipline affords an understanding of the material manifestations of culture and creative work produced by computing systems. In his new book, I Am Error: The Nintendo Family Computer Entertainment System Platform (MIT Press, 2015), Nathan Altice , a digital media creator and scholar, studies the NES system and the Family Computer, it’s precursor. More than considering the NES as a single entity, the author investigates the platform as a “network of objects and texts,” that go beyond a “stable configuration of hardware and software.” In this way, Altice dives deep to unearth the code and design decisions that shape the creative affordances of the NES, how users choose to play using the platform, and how the system was received outside of Japan. The NES’s cultural reception is foundational for grasping a key theme throughout the book, that of “translation.” For Altice, translation produces errors – “new meanings, new expressions, new bodies, and new objects.” That is, the flaws in hardware and software, including the translation of language from Japanese to English, are not necessarily negative objects to be overcome. Instead, these bugs in the machine add to the performance of the games and the platform, and have very real social, economic, and cultural consequences. I Am Error is one book in the Platform Studies series from MIT Press. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Colin Milburn, “Mondo Nano: Fun and Games in the World of Digital Matter” (Duke UP, 2015) 1:11:46
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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 gamers become scientists, a world filled with nanocars, nanotoilets, nanotaurs (nano-scale Minotaurs!), and nanopants. Milburn explores the spaces of this world, from islands to Second Life to a NanoCity. Incorporating chapters that are counted in binary (0000, 0001, 0010, 0011, etc.) and clues to a game hidden inside the narrative (!), Milburn’s book embodies the kind of play that the book explores. It’s a fun and fabulous work that blends literature, STS, and history. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Randy Nichols, “The Video Game Business” (British Film Institute, 2014) 49:06
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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 emergence of an industry around video games, noting the interdependence of hardware and software across a number of key “epochs”: from consoles to computer gaming to the explosion of mobile gaming. Throughout the book, Nichols explores key moments of transition in video games by providing institutional profiles of key industrial players in the industry. His critical analysis of power in the video game industry also explores the role of labor and audiences. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Vincent Vergonjeanne: French Online and Board Games Entrepreneur 50:35
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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 social entrepreneur who founded, led and/or invested in more than 30 businesses, Richard has been a TEDx event organiser, supports the pro-entrepreneurship ecosystem, and leads entrepreneurship workshops at all levels: from pre-schools to leading business schools. Richard was born in Oxford and moved to Poland in 1991. Read more here . Sam Cook was the co-host of this podcast from 2015-17 Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 John Sharp, “Works of Game: On the Aesthetics of Games and Art” (MIT Press, 2015) 39:25
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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 “Artists’ Games” in an explication of three communities of practice that provide the foundation for the discussion of games and art. Game Art examines the use of games as tools for the creation of art. Sharp, then, examines the Art Game movement that pushes video games into the domain of other humanistic art forms. Finally, Artists’ Games examines the use of video games as an artistic medium that combines the aesthetics of artists and game developers. Sharp also discusses the potential for the the merging of the values of traditional artists and gaming communities. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Mark Carnes, “Minds on Fire: How Role-Immersion Games Transform College” (Harvard UP, 2014) 58:40
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“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 by being immersed into various roles in a certain event in history and given a competitive goal to complete by the end of the exercise, sometimes over a month long. For instance, students could be assigned as Jacobins in the French Revolution or Gandhi during the partitioning of British India. Each role is different and each student is tasked with various objectives to complete. The method, which can be used in disciplines beyond history, is akin to Model UN or mock trials, but on overdrive. Carnes, professor of history at Barnard College , asserts that through these immersion activities students will gain a better sense of morality, foster greater leadership and community-building skills, and learn more on a particular subject overall than a traditional class setting, as students are tasked with knowing their characters and historical background information much more intently than their typical class workload. The reacting method taps into the “subversive play” that has been present on college campuses for centuries–from fraternities, mixers, and football, to beer pong, Facebook, and World of Warcraft. The role immersion method gets students excited about going to class and even raises the stakes for how much students care, which can result in crying sessions after a tough loss in the imagined world, as Carnes witnessed on several occasions. Despite countering teachings from Plato, Rousseau, Dewey, and other educational thinkers, Minds on Fire provides a compelling case on how to rethink the modern classroom experience in higher education. Dr. Carnes joins New Books in Education for an interesting discussion on his book and urges anyone interested in implementing this new pedagogical tool to visit the Reacting to the Past website. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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New Books in Game Studies
1 Nick Yee, “The Proteus Paradox: How Online Games and Virtual Worlds Change Us-and How They Don’t” (Yale UP, 2014) 51:12
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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, and have never been, based in fact. Massively multiplayer online role-playing games, or MMORPGs as they are called, attract a diverse community of users with a range of ages, economic statuses, and motivations for playing. Basing his conclusions on his own research into online gaming and virtual worlds, Yee finds that far from creating separate worlds with new rules for its member, MMORPGs reinforce the social norms from offline society. Learn more about your ad choices. Visit megaphone.fm/adchoices…
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