New Books in Technology

New Books Network

This podcast is a channel on the New Books Network. The New Books Network is an academic audio library dedicated to public education. In each episode you will hear scholars discuss their recently published research with another expert in their field. Discover our 150+ channels and browse our 28,000+ episodes on our website: ⁠newbooksnetwork.com⁠ Subscribe to our free weekly Substack newsletter to get informative, engaging content straight to your inbox: ⁠https://newbooksnetwork.substack.com/⁠ Follow us on Instagram and Bluesky to learn about more our latest interviews: @newbooksnetwork Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology

  1. 16時間前

    David I. Waddington, "The Hidden Curriculum of Video Games" (McGill-Queen's UP, 2026)

    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 of governance. Rather than asking whether games produce violent individuals, we might more productively ask how they contribute to a commitment to radical capitalism and a belief in highly individualistic worldviews. In this unsettling work David Waddington traces the philosophical roots of technolibertarianism, founded on faith in technological progress and personal freedom. He identifies a darker turn in this thinking, animated by the ideals of Ayn Rand and her archetype of the "tech hero of capitalism." Many games, Waddington argues, invite players to inhabit this archetype, treating mastery, control, and relentless striving as moral virtues. While educational research often praises games for motivating students and fostering problem-solving, Waddington asks a deeper question: What kinds of people do games help us become? Drawing on Martin Heidegger and other thinkers, he explores whether gameplay expands human possibility or narrows it by habituating players to efficient yet restrictive systems. The Hidden Curriculum of Video Games (McGill-Queen's UP, 2026) critiques mainstream game design and educational technology, offering hopeful alternatives and examining reflective games that resist dominant gameplay logics. Written with clarity, passion, and philosophical depth, this thought-provoking work opens new horizons on technology, education, and the moral imagination of play. 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, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology

  2. 1日前

    Daniel L. Gardner, "Thresholds of Digital Gameplay" (MIT Press, 2025)

    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 an increasingly networked and data-driven world. The games industry has adopted usability testing on top of play testing to evaluate how these interfaces may influence the accessibility and success of their game software, but how embedding gameplay within webs of software, hardware, and platform infrastructures impacts the medium, players, and production has not yet been fully explored. In Thresholds of Digital Gameplay (MIT Press, 2025), Daniel Gardner demonstrates how a series of interfaces and other elements on the periphery of digital gameplay fundamentally alter the phenomena of gaming. This book examines non-gameplay-centered material or mechanical attachments that surround and enclose gameplay while directing or mediating our experience of it—for example, access controls, character configuration, and microtransactional storefronts. 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, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology

  3. 2日前

    Stefan Höltgen et al., "Commodore 64: Past, Present, and Future of a Home Computer" (Projekt Verlag, 2026)

    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 (Projekt Verlag, 2026) illustrate the significance of the platform for the digitalization of society, the general public’s computer science knowledge, as well as digital art and culture—both in the past, present, and also in the future. Volume 5 of the »Computer Archaeology« series is partly based on the confer­ence of the same name held in 2024 at the University of Bonn and has here been supplemented with additional contributions from the fields of artificial intelli­gence, quantum computing, and digital humanities. 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, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology

  4. 5日前

    Fenwick McKelvey, "SimPolitics: America’s Quest to Solve Politics with Computers" (MIT Press, 2026)

    This book is available open access. For more than six decades, the public has been promised that computers will revolutionize politics, both nationally and internationally. In SimPolitics: America’s Quest to Solve Politics with Computers (MIT Press, 2026), Dr. Fenwick McKelvey traces the entwined history of politics and computers from the 1960s to the late 1980s. He shows how programmers, consultants, academics, political scientists, and peace activists all worked—sometimes in tandem, sometimes not—to build simulations to win campaigns, predict coups, forecast the future, and render politics as legible as a spreadsheet. Drawing on novel archival and historical research, Dr. McKelvey recounts the history of efforts to simulate politics by building models of elections, voters, and international relations. Comparing attempts in the United States to simulate domestic electoral politics and international affairs, he reveals the unexamined connections and conflicts between the two projects. His book provides a helpful guide to taking stock of exaggerated claims that AI and technology will fix politics, while presenting the long history of such promised technological fixes. This interview was conducted by Dr. Miranda Melcher whose 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. You can find Miranda’s interviews on New Books with Miranda Melcher, wherever you get your podcasts.  Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology

  5. 7月10日

    Ali Fard, "Grounding the Cloud: Urbanism in the Shadow of Data" (U Minnesota Press, 2026)

    Since the 1990s, technologists have promoted a vision of the “cloud” as a shapeless and intangible entity. Grounding the Cloud: Urbanism in the Shadow of Data (University of Minnesota Press, 2026) by Dr. Ali Fard peers through this hazy façade to reveal the earthly material foundations of global computing and data extraction. Tracing the historical and technological development of the cloud computing paradigm, Dr. Fard exposes an ever-evolving project in which ideologies, economic models, and marketing images collude to shape our shared urban environments. Demonstrating how technology’s spatial footprint now stretches to nearly every corner of the globe, Grounding the Cloud analyzes the often-hidden infrastructures that facilitate platform capitalism—from the mines extracting rare earth minerals in remote regions to the vast global network of fiber-optic cables at the bottom of the oceans to the nondescript data centers that sit on the peripheries of major urban areas. Meanwhile, with compelling examples of smart-city initiatives and corporate campuses, Dr. Fard shows how the future of urbanism is deeply intertwined with the growing economies of data extraction. Breaking down the myth of a clean and efficient tech urbanism, this book makes visible the complex material geographies and geopolitics that undergird today’s most powerful and omnipresent corporations. A timely critique of the growing agency of tech platforms in determining the future of urban space, Grounding the Cloud offers an essential framework for understanding the shifting relationship between technology and urbanization. This interview was conducted by Dr. Miranda Melcher whose 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. You can find Miranda’s interviews on New Books with Miranda Melcher, wherever you get your podcasts.  Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology

  6. 7月8日

    Campaigning, Parties and the Digital in Contemporary Politics

    Politics, parties and campaigning are all changing. AI, digital tools and the rapid spread of messages all mean that the conduct and content of politics are changing. In many respects, it feels like the only constant is change. But closer observation often illuminates a patchier picture with elements of change and elements that remain. Moreover, change can be more evolutionary than revolutionary, and the change is not always along the lines we might predict. So, how and in what ways is political campaigning changing? What role are digital tools playing? What do citizens want from their political parties, and what are they (or could be) doing to meet those desires and expectations? Join Tim Haughton and guest Kate Dommett for a discussion of campaigning, digital politics and political parties. Kate Dommett is Professor of Digital Politics at the University of Sheffield. Among her many publications are The Reimagined Party: Democracy, change and the public, published by Manchester University Press in 2020, and a co-authored book with Glenn Kefford & Simon Kruschinski, Data Driven Campaigning and Political Parties: Five Advanced Democracies Compared, published by Oxford University Press in 2024. Tim Haughton is Professor of Comparative and European Politics and a Deputy Director of CEDAR at the University of Birmingham. He is the author, inter alia, of The New Party Challenge published by Oxford University Press in 2020 and Clicks and Mortar: Electoral Campaigning in the 21st Century published last year in Government and Opposition. The People, Power, Politics podcast brings you the latest insights into the factors that are shaping and re-shaping our political world. It is brought to you by the Centre for Elections, Democracy, Accountability and Representation (CEDAR) based at the University of Birmingham, United Kingdom. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology

番組について

This podcast is a channel on the New Books Network. The New Books Network is an academic audio library dedicated to public education. In each episode you will hear scholars discuss their recently published research with another expert in their field. Discover our 150+ channels and browse our 28,000+ episodes on our website: ⁠newbooksnetwork.com⁠ Subscribe to our free weekly Substack newsletter to get informative, engaging content straight to your inbox: ⁠https://newbooksnetwork.substack.com/⁠ Follow us on Instagram and Bluesky to learn about more our latest interviews: @newbooksnetwork Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology

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