New Books in Game Studies

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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

  1. 15h ago

    Super Mario Galaxy with Jordan Minor (Boss Fight Books, 2026)

    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 planets to Mahito Yokota’s uplifting score is more than enough to satisfy Mario fans. And to casual players, brought into the hobby through the Wii phenomenon, Galaxy offered new delights beyond motion tennis and bowling. Yet the game also contains a surprisingly sophisticated hidden layer of Little Prince-esque melancholy, beautifully embodied by Rosalina and the Lumas. Director Yoshiaki Koizumi was so committed to the game's emotional core that he developed Rosalina’s heartwarming storybook at night and snuck it into the game without telling his boss, Shigeru Miyamoto. In this critical and personal appreciation Super Mario Galaxy, Jordan Minor takes on a game that influenced his career as a games journalist, offered a chance to bond with his wife, and—after years of watching the game go unsupported on modern consoles—made him a believer in game preservation. Today, with a Switch 2 remaster and a new animated movie out in the world, Galaxy’s legacy has never been more certain. Jordan Minor is a veteran entertainment and technology journalist. He is the author of the gaming history book VIDEO GAME OF THE YEAR: A Year-by-Year Guide to the Best, Boldest, and Most Bizarre Games from Every Year Since 1977. Rudolf Thomas Inderst (*1978) enjoys video games since the early 1980s. 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 three PhDs in game studies. Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm HNU, 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. Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.

  2. Oct 27

    BAM!: John Madden, the NFL Explosion, and the Video Game that Changed Sports with Scott Howard-Cooper (Diversion Books, 2026)

    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 Scott Howard-Cooper reveals how Madden recast himself at exactly the right moment. Television was transforming sports, and the NFL needed a translator to turn complex strategy into entertainment. Madden didn’t just analyze football; he redefined how it was watched and loved—from the telestrator and pregame film study to Thanksgiving football.But BAM! goes beyond the booth, tracing Madden’s personal life, unguarded moments, unexpected turns, and his influence through advertising, network wars, labor battles, concussion debates, and the Madden NFL video game—which reshaped gaming and brought football to new generations. Yet, Madden could never entirely escape what the game demanded from the men who played it.BAM!: John Madden, the NFL Explosion, and the Video Game that Changed Sports (Diversion Books, 2026) is the story of how one rumpled, affable man became a defining figure in football’s greatest boom—and its reckoning —and why the NFL cannot stop invoking his name. Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.

  3. Oct 20

    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 (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 the educator designer through a range of topics, including the core features of historical games, the educational power of using historical games to study history, and the role of playing and designing analog games and choice‑based texts in the classroom. It also shows how to design historical analog games (such as boardgames, card games, roleplaying games, and choice-based historical text games designed with Twine) using the Historical ProblemSpace Framework as a practical design guide to structure, teach, guide, manage, and assess student‑designed historical game projects, both analog games and choice‑based texts. This book provides sample plans, guidelines, and rubrics for fully implementing student‑designed historical game projects, and detailed examples throughout this text—from tabletop and choice‑based text games—provide practical help for teachers and students. This applied guidebook will be essential reading for pre‑service and in‑service teachers of Social Studies and History Education. It is a guide for any educator who is looking to design historical games for classroom learning or have their students engage in the critical learning of historical game design. Rudolf Thomas Inderst (*1978) enjoys video games since the early 1980s. 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 three PhDs in game studies (LMU Munich, University of Passau & University of Vechta). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm HNU, 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. Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.

  4. Oct 16

    How Dungeons and Dragons Changed the Way We Play with Aaron Trammell (Duke UP, 2026)

    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, 2026), Dr. Aaron Trammell excavates the game as an artifact of a burgeoning counterculture obsessed with individualism as well as quantification. Mapping the world onto a grid, building characters whose every trait is assigned a point value, and advancing the game’s narrative through dice throws—countless core mechanics are tied to numbers. Putting the game design of D&D into dialogue with the social and political tensions of the 1970s and 80s, Dr. Trammell illuminates how the integrated quantification in the game design led to reductionism, reinforced oppressive gender and racial norms, and accustomed generations of players to the bigoted, xenophobic mores of the Cold War era. He delivers a history of both how games can shape players and how players, united by their own shared values, can shape games in turn. Aaron Trammell is Professor of Informatics at the University of California, Irvine, author of The Privilege of Play and Repairing Play, and senior editor of Analog Game Studies. 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. Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.

  5. Oct 5

    Soviet Blocks: The Bizarre Puzzle of How Tetris Embraced Western Values with Julien Mailland (MIT Press, 2026)

    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 game had actually been designed in a Soviet computer lab tightly monitored by the KGB, at a time when Ronald Reagan referred to the USSR as the “evil empire.” So, how did Tetris jump the wall to become such a blockbuster? And why does a US company, The Tetris Company (TTC), now own the game, when it was the property of Mother Russia? Why has TTC been able to monopolize both the shape of the pieces which predated Tetris and the very concept of an electronic puzzle game with falling pieces, which flies in the face of traditional copyright law? Why and how have Soviet socialists morphed into hardcore capitalists? In Soviet Blocks: The Bizarre Puzzle of How Tetris Embraced Western Values (MIT Press, 2026), Julien Mailland answers these questions and more, explaining the fascinating history of Tetris’ commercial success as a story of two systems radically opposed in histories, cultures, economics, and politics. Rudolf Thomas Inderst (*1978) enjoys video games since the early 1980s. 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 three PhDs in game studies (LMU Munich, University of Passau & University of Vechta). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm HNU, 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. Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.

  6. Sep 28

    The Player and the Played: From Gamed Capitalism to 21st-Century Fascism with Max Haiven (MIT Press, 2026)

    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 competition, where each of us must become a player: a savvy risk-taker, a miniature corporation of one. But in a gamed economy we players feel played, and new forms of fascism promise harsh justice and revenge. This book theorizes the connections between the financialization of the capitalist economy, the gamification of our lives, and the rising threat of a uniquely twenty-first century form of fascistic politics. From vicious online swarmings to the QAnon conspiracy fantasy, from the siege of the US Capitol to the abuse of “free speech,” The Player and the Played: From Gamed Capitalism to 21st-Century Fascism with Max Haiven (MIT Press, 2026) analyzes the “playgrom” as a new form of extremist violence. Max Haiven explores how “derivative fascisms” both repeat and reinvent the terrors of the past in a financialized form. How have we learned to love the cheats who have power but loathe the cheats without it? It unpacks the worldbuilding (and world-destroying) urge of Silicon Valley. And it poses the urgent question: what is the antifascist game? Rudolf Thomas Inderst (*1978) enjoys video games since the early 1980s. 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 three PhDs in game studies (LMU Munich, University of Passau & University of Vechta). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm HNU, 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. Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.

  7. Jul 22

    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. Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.

  8. Jul 21

    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. Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.

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About

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

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