The MIT Press Podcast

The MIT Press

Interviews with authors of MIT Press books.

  1. 1D AGO

    Carlin Wing, "Bounce: Balls, Walls, and Bodies in Games and Play" (MIT Press, 2026)

    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 the scope of game history by spotlighting an interaction that is central to thousands of physical and digital games and sports. The book is divided into three sections that introduce different kinds of bounce to address the matter of the ball, the virtuality of bounce, and bounded spectacle: Ricochet in ancient tennis is set against modern tennis’s true bounce; squash and stretch in animation serves as a mirror of the pings and pongs of computer bounce; and the bounce feel in Electronic Art’s FIFA video game series and pok ta pok of the Mesoamerican game ulama elaborate the contrasting positions of these two mythological games. Carlin Wing is Associate Professor of Media Studies at Scripps College. 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.

    44 min
  2. 6D AGO

    Alex Brostoff and Vilashini Cooppan eds., "Autotheories" (MIT Press, 2025)

    A transdisciplinary array of authors offering a new frame of reference for autotheory and its genre-bending synthesis of autobiography and critical theory. Autotheories (MIT Press, 2025) tells the story of a field in formation. Building on traditions that have long fused life writing, philosophical encounter, embodied theorizing, and cultural critique, autotheory constructs new practices of critical theory. Transgressing generic boundaries and bridging stylistic registers, it crafts language that is intimate, analytic, playful, and insurgent. Editors Alex Brostoff and Vilashini Cooppan underscore autotheory's multiple genealogies and genre-bending forms while situating it within the contemporary political field. In this collection, autotheory emerges as a strut (of style), a straddle (of disciplines), a proliferation (of selves), an axis (of identifications), an index (of attachments), and an archive (of loves).An assemblage and an experience, Autotheories surveys the field's iterations and permutations without settling for classification or bowing to ossification.Contributors:Alex Brostoff, Jessica Bush, Judith Butler, Vilashini Cooppan, Carla Freccero, rl Goldberg, Jan Grue, Emma Lieber, Megan Moodie, Lili Owen Rowlands, John Patterson, Paul B. Preciado, Erica Richardson, Migueltzinta C. Solís, Jamieson Webster, Damon Ross Young, Stacey Young, Arianne ZwartjesMatthis Frickhoeffer is a scholar of critical theory and French thought with a background in literature studies, linguistics and art theory. His work focuses on questions of form, semiotics, and intertextuality. He teaches at the University of Texas at Dallas.

    1h 10m
  3. MAR 3

    Victor Navarro-Remesal, "Zen and Slow Games" (MIT Press, 2026)

    A deep dive into the reflective modes of playfulness in video games. Slowness and reflectiveness have always been part of the video game medium, though they have been used very differently throughout its history. In Zen and Slow Games (MIT Press, 2026), Víctor Navarro-Remesal challenges the dominant discourse of action and quick reflexes in video games to offer an analysis of reflectiveness as a style in games, tracing its evolution from its origins to the present time. Two labels are of particular importance: the Zen modes (and later, Zen games) of the 2000s, especially during the Casual Revolution, and the slow games or slow gaming movement, which started in the 2010s and is ongoing today. The term “reflective games” is offered as an umbrella to bring together these and other labels to raise awareness and discussion of slow gaming. Víctor Navarro-Remesal is a media scholar specializing in games working at TecnoCampus, Universitat Pompeu Fabra in Barcelona, Spain. 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, and is editor of the weekly game research newsletter Game Studies Watchlist.

    38 min
  4. MAR 2

    Miguel Sicart, "Playing Software: Homo Ludens in Computational Culture" (MIT Press, 2023)

    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.

    1h 1m
  5. FEB 26

    Honghong Tinn, "Island Tinkerers: Innovation and Transformation in the Making of Taiwan's Computing Industry" (MIT Press, 2024)

    How Taiwan rose to global prominence in high tech manufacturing, from computer maker to the world's leading chip manufacturer. How did Taiwan, a former Japanese colony and the last fortress of the defeated Chinese Nationalists, ascend to such heights in high-tech manufacturing? In Island Tinkerers: Innovation and Transformation in the Making of Taiwan's Computing Industry (MIT Press, 2024), Honghong Tinn tells the critical history of how hobbyists and enthusiasts in Taiwan, including engineers, technologists, technocrats, computer users, and engineers-turned-entrepreneurs, helped transform the country with their hands-on engagement with computers. Rather than engaging in wholesale imitation of US sources, she explains, these technologists tinkered with imported computing technology and experimented with manufacturing their own versions, resulting in their own brand of successful innovation. Defying the stereotype of “the West innovates, and the East imitates,” Tinn tells the story of Taiwanese technologists' efforts over the past six decades. Beginning in the 1960s, they grappled with the “black-boxed” computers that were newly available through international technical-aid programs. Shortly after, multinational corporations that outsourced transistor and integrated circuit assembly overseas began employing Taiwanese engineers and factory workers. Island tinkerers developed strategies to adapt, modify, assemble, and work with computers in an inventive manner. It was through this creative and ingenious tinkering with computers that they were able to gain a better understanding of the technology, opening the door to future manufacturing endeavors that now include Acer, Foxconn, Asus, and Taiwan Semiconductor Manufacturing Company (TSMC). Honghong Tinn is Assistant Professor in the Program in the History of Science, Technology, and Medicine and the Department of Electrical and Computer Engineering at the University of Minnesota, Twin Cities. Li-Ping Chen is a visiting scholar in the Department of East Asian Languages and Cultures at the University of Southern California. Her research interests include literary translingualism, diaspora, and nativism in Sinophone, inter-Asian, and transpacific contexts. Li-Ping’s NBN episodes on Taiwan Studies are supported by the Chun and Jane Chiu Family Foundation Taiwan Studies Program at Oregon State University. Relevant Links: Open Access for Island Tinkerers here Island Tinkerers’ Book Talk with Honghong Tinn here Chinese language translation of Island Tinkerers 科技造浪者: 一部奇蹟般的台灣科技產業史,揭開全球都想知道的人脈網絡 here Fly up with Love (1978) here “Labour and (De)Industrialisation in East Asia” in Gateway To Global China Podcast here

    1h 12m
  6. FEB 20

    Raiford Guins, "King PONG: How Atari Bounced Across Markets to Make Millions" (MIT Press, 2026)

    PONG is one of the longest- and most consistently circulating video games. Released in 1972, it remains at our fingertips as Android or iOS app, hosted at freepong.org and the Internet Archive, and even released as A Tiny Game of Pong for the Apple Watch. Despite its simplicity and ubiquity, Atari’s PONG encapsulates far more than the history of a video game and an iconic game company. King PONG: How Atari Bounced Across Markets to Make Millions (MIT Press, 2026) is the first book dedicated to an unassuming game that changed the world. Through the prisms of product positioning, market development, and category creation, Professor Raiford Guins answers the question of why Atari’s inaugural product succeeded and why it endures.The author of Game After and Atari Design, and an excavator of the “Atari landfill” in New Mexico, Professor Guins brings us a unique history that reconsiders the launch of Atari’s PONG through the lens of the company’s business practices. He follows the young Silicon Valley startup from its early days of positioning its new product within the existing coin-op amusement industry to its establishment of a consumer industry for home video games—a story of remarkable market development innovation. Written with a passion for video games and a historian’s insight, the book animates the business exploits of one of the fastest growing and most influential companies ever. 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.

    1h 15m
4.8
out of 5
20 Ratings

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Interviews with authors of MIT Press books.

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