The MIT Press Podcast

The MIT Press

Interviews with authors of MIT Press books.

  1. MAR 11

    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. MAR 6

    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
4.8
out of 5
20 Ratings

About

Interviews with authors of MIT Press books.

You Might Also Like