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New Books in Game Studies

New Books in Game Studies

New Books Network 160 Episodes Jul 22, 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

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 2533 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 3779 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 1729 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 Com
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 3384 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 3661 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 s
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 1669 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 play
Stephanie Farnsworth, "Games That Haunt Us: Gothic Game Space as a Living Nightmare" (Bloomsbury, 2026)
Stephanie Farnsworth, "Games That Haunt Us: Gothic Game Space as a Living Nightmare" (Bloomsbury, 2026) Apr 28, 2026 1319 Games That Haunt Us: Gothic Game Space as a Living Nightmare (Bloomsbury, 2026) is an examination of how the Gothic appears in game space to interrogate an area of substantial importance to contemporary games, with a focus on environments, bodies, and defining the Gothic in games. The Gothic, both as a literary and videogame genre has increased in prominence amongst literature, media, and culture
Heather Shay, "Identity Building Among Role-Playing Gamers: Slaying Goblins in the Real World" (Bloomsbury, 2025)
Heather Shay, "Identity Building Among Role-Playing Gamers: Slaying Goblins in the Real World" (Bloomsbury, 2025) Apr 27, 2026 2859 In Identity Building Among Role-Playing Gamers: Slaying Goblins in the Real World (Bloomsbury 2025), Heather Shay draws from 19 months of participant-observation and 20 in-depth interviews with players. She found that gamers derive significant social and psychological benefits from table-top role-playing games-not least in that players often feel the hobby makes them better people. Playing these
Michał Mycka, "Games User Research Cookbook: Tools and Techniques for Better Player Experience" (CRC Press, 2026)
Michał Mycka, "Games User Research Cookbook: Tools and Techniques for Better Player Experience" (CRC Press, 2026) Apr 19, 2026 1822 This book offers a comprehensive and practical guide to Games User Research (GUR). Blending theory and hands-on experience, it walks readers through methods, tools, and techniques tailored to the real-world constraints of small and medium-sized game development studios to support them in delivering better player experiences. The book is divided into three parts. Part one introduces core concepts t
Peter D. McDonald, "The Impossible Reversal: A History of How We Play" (U Minnesota Press, 2026)
Peter D. McDonald, "The Impossible Reversal: A History of How We Play" (U Minnesota Press, 2026) Apr 11, 2026 1873 Tracing the cultural history of play--from Fluxus to SimCity Games and gamified activities have become ubiquitous in many adults' lives, and play is widely valued for fostering creativity, community, growth, and empathy. But how did we come to our current understanding of what it means to play? The Impossible Reversal: A History of How We Play charts the transformation of notions of playfulness be
Carlin Wing, "Bounce: Balls, Walls, and Bodies in Games and Play" (MIT Press, 2026)
Carlin Wing, "Bounce: Balls, Walls, and Bodies in Games and Play" (MIT Press, 2026) Mar 11, 2026 2663 Bounce: Balls, Walls, and Bodies in Games and Play (MIT Press, 2026) follows an array of bouncing balls through the histories of nonelectronic and electronic games, across the spectrum of play, game, and sport, and into the domains of physics, material science, animation, and computing. The book’s focus on bounce sidesteps the focus on play found in much of the game studies literature and broadens
Kaitlin Tremblay, "Life is Strange" (Boss Fight Books, 2026)
Kaitlin Tremblay, "Life is Strange" (Boss Fight Books, 2026) Mar 9, 2026 772 Despite its time travel mechanics, high stakes, and pulpy murder plot, Don’t Nod Entertainment’s 2015 adventure game Life is Strange stood out from most video games with its unapologetic emphasis on queer romance and friendships. Yet for all the game’s specificity, players around the world found something of themselves in its protagonist, Max Caulfield, a perceptive yet insecure teen photograp

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