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New Books in Game Studies

New Books in Game Studies

New Books Network 160 episodes Nov 3, 2026

This podcast is a channel on the New Books Network, an academic audio library dedicated to public education. Each episode features scholars discussing their recently published research with another expert in their field. The network offers over 150 channels and more than 28,000 episodes. Listeners can explore the full catalog on the New Books Network website and subscribe to a free weekly newsletter.

Episodes

Super Mario Galaxy with Jordan Minor (Boss Fight Books, 2026)
Super Mario Galaxy with Jordan Minor (Boss Fight Books, 2026) Nov 3, 2026 18:22 When Mario’s adventures escalated from Bros. to Land to World, the only direction left for an ambitious plumber was up into the stars. In Super Mario Galaxy, defeating Bowser means launching from planet to planet, pausing for just a moment in each Launch Star to wonder what pleasures and challenges await. The sheer joy of navigating Super Mario Galaxy’s varied, clever, and physics-defining pl
BAM!: John Madden, the NFL Explosion, and the Video Game that Changed Sports with Scott Howard-Cooper (Diversion Books, 2026)
BAM!: John Madden, the NFL Explosion, and the Video Game that Changed Sports with Scott Howard-Cooper (Diversion Books, 2026) Oct 27, 2026 47:46 John Madden retired abruptly from coaching in 1979, five months after receiver Darryl Stingley suffered a paralyzing injury against his Raiders. The tragedy would never leave him. He had no intention of entering broadcasting. Yet, within a decade—BAM!—he had become the most recognizable voice in football and a driving force behind America’s most powerful sports league.Veteran sports journalist Sco
Designing Historical Games for Classrooms: A Practical Guide for Educators with Jeremiah McCall (Routledge, 2026)
Designing Historical Games for Classrooms: A Practical Guide for Educators with Jeremiah McCall (Routledge, 2026) Oct 20, 2026 33:00 Designing Historical Games for Classrooms: A Practical Guide for Educators (Routledge, 2026) is a complete introductory guide for designing analog games and interactive choice‑based historical texts for history classes. It is designed to support educators who want to design games or who want to guide and assess student game‑making projects in history class.The chapters in this book lead
How Dungeons and Dragons Changed the Way We Play with Aaron Trammell (Duke UP, 2026)
How Dungeons and Dragons Changed the Way We Play with Aaron Trammell (Duke UP, 2026) Oct 16, 2026 40:21 First released in 1974, Dungeons & Dragons revolutionized game design and interactive media by allowing players to create and perform their own fictional characters in a fantasy world as expansive as their imaginations would allow. That freedom, and the rules that governed it, weren’t a creative coincidence. In How Dungeons & Dragons Changed the Way We Play (Duke University Press
Soviet Blocks: The Bizarre Puzzle of How Tetris Embraced Western Values with Julien Mailland (MIT Press, 2026)
Soviet Blocks: The Bizarre Puzzle of How Tetris Embraced Western Values with Julien Mailland (MIT Press, 2026) Oct 5, 2026 36:30 A geopolitical and legal history of the bestselling videogame Tetris—the stunningly successful game that began in a Soviet research lab monitored by the KGB. Tetris—the game that would take the world by storm—was formally introduced to the West in 1987, at a time when Soviet technology exports were minimal and the Berlin Wall was still standing strong. Far from being a capitalist cultural product,
The Player and the Played: From Gamed Capitalism to 21st-Century Fascism with Max Haiven (MIT Press, 2026)
The Player and the Played: From Gamed Capitalism to 21st-Century Fascism with Max Haiven (MIT Press, 2026) Sep 28, 2026 58:42 A provocative examination of the ways our economy has been rigged by financialization, and the importance of games to our dangerous political moment. In an age when capitalism feels like an unwinnable game, extreme reactionary ideas and politics are on the rise. The Hunger Games, Game of Thrones, Squid Game and much of reality TV are cultural reflections of a society of relentless, lonely competit
David I. Waddington, "The Hidden Curriculum of Video Games" (McGill-Queen's UP, 2026)
David I. Waddington, "The Hidden Curriculum of Video Games" (McGill-Queen's UP, 2026) Jul 22, 2026 40:28 Despite decades of inflammatory rhetoric, the real risk of video games lies not in their violent imagery but in the ethical and political sensibilities they normalize. Video games reward speed, efficiency, control, and meritocratic mastery, training players to align with a technolibertarian worldview - one that celebrates individual will, technological power, and skepticism toward collective forms
Daniel L. Gardner, "Thresholds of Digital Gameplay" (MIT Press, 2025)
Daniel L. Gardner, "Thresholds of Digital Gameplay" (MIT Press, 2025) Jul 21, 2026 58:14 Contemporary digital gameplay is only accessible by navigating an ecosystem of interfaces that support its computational nature. Account logins, controllers, and an assortment of menus, settings, and other peripheral-to-gameplay elements support a range of practical and necessary functions that result from the transformation of gameplay into digital gameplay, as well as broader shifts toward
Stefan Höltgen et al., "Commodore 64: Past, Present, and Future of a Home Computer" (Projekt Verlag, 2026)
Stefan Höltgen et al., "Commodore 64: Past, Present, and Future of a Home Computer" (Projekt Verlag, 2026) Jul 20, 2026 26:04 The Commodore 64 is the most significant computer of its era. From 1982 to 1994, a total of 27 million units were sold—more than any other computer from a single manufacturer afterwards. Due to its widespread use as well as its techni­cal features, the C64 has a huge international following—even to this day. The 19 contributions compiled in Commodore 64: Past, Present, and Future of a Home Computer
Alexander Vandewalle, "Characters and Characterization in Mythological Video Games" (Bloomsbury, 2026)
Alexander Vandewalle, "Characters and Characterization in Mythological Video Games" (Bloomsbury, 2026) Jun 18, 2026 52:39 The first book-length study on mythology reception in video games, Characters and Characterization in Mythological Video Games (Bloomsbury, 2026) examines how video games characterize mythological characters from the perspectives of classical reception and game studies. Characters are vital to most stories, and many video games. They allow us to enter the fiction of a game, and facilitate our embo
Aditya Deshbandhu, "The 21st Century in 100 Games" (Routledge, 2024)
Aditya Deshbandhu, "The 21st Century in 100 Games" (Routledge, 2024) Jun 9, 2026 56:16 The 21st Century in 100 Games (Routledge India, 2024) is an interactive public history of the contemporary world. It creates a ludological retelling of the 21st century through 100 games that were announced, launched and played from the turn of the century. Aditya Deshbandhu is Senior Lecturer of Communications, Digital Media Sociology at the University of Exeter, UK. A researcher of video game st
Amy Thomas, "Copyright, Contract, and Video Games: Terms of Play" (Hart Publishing, 2026)
Amy Thomas, "Copyright, Contract, and Video Games: Terms of Play" (Hart Publishing, 2026) May 29, 2026 25:04 Copyright, Contract, and Video Games: Terms of Play (Hart Publishing, 2026) uncovers how video game contracts act as monologues of power, moulding players to align with proprietary ideologies. In the era of interactive technologies, the player emerges as a vital yet curiously overlooked figure. While copyright law governs the creation and distribution of these technologies, it sidesteps the playe

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