エピソード

  • James Cartlidge, "The Rise of the Roguelite: Inside a Gaming Phenomenon" (CRC Press, 2025)
    2025/04/23
    The Rise of the Roguelite: Inside a Gaming Phenomenon (CRC Press, 2025) analyzes the wave of roguelite games that have appeared over the past decade, putting them in historical context, informing readers about their development out of and relation to the roguelike genre that inspired them. The book includes discussions of the historical development and significance of roguelites, critical perspectives on topics such as gender, politics, philosophy, analyses of the influence of roguelikes on roguelites, and discussions of design and mechanics. This book will appeal to those wishing to study and learn more about the roguelites, games studies students and researchers, and game designers interested in this genre. 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 University of Applied Sciences Neu-Ulm, 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, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Let's face it, most of the popular podcasts out there are dumb. NBN features scholars (like you!), providing an enriching alternative to students. We partner with presses like Oxford, Princeton, and Cambridge to make academic research accessible to all. Please consider sharing the New Books Network with your students. Download this poster here to spread the word. Please share this interview on Instagram, LinkedIn, or Bluesky. Don't forget to subscribe to our Substack here to receive our weekly newsletter. 150 million lifetime downloads. Advertise on the New Books Network. Watch our promotional video. Learn how to make the most of our library. Learn more about your ad choices. Visit megaphone.fm/adchoices
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    28 分
  • Jonathan D. Cohen, "Losing Big: America's Dangerous Sports Gambling Boom" (Columbia Global Reports, 2025)
    2025/04/20
    In 2018, the United States Supreme Court opened the floodgates for states to legalize betting on sports. Eager for revenue, almost forty states have done so. The result is the explosive growth of an industry dominated by companies like FanDuel and DraftKings. One out of every five American adults gambled on sports in 2023, amounting to $121 billion, more than they spent on movies and video games combined. The rise of online sports gambling—the immediacy of betting with your phone, the ability of the companies to target users, the dynamic pricing and offers based on how good or bad of a gambler you are—has produced a public health crisis marked by addiction and far too many people, particularly young men, gambling more than they can afford to lose. Under intense lobbying from the gaming industry, states have created a system built around profit for sportsbooks, not the well-being of players. In Losing Big: America's Dangerous Sports Gambling Boom (Columbia Global Reports, 2025), historian Jonathan D. Cohen lays out the astonishing emergence of online sports gambling, from sportsbook executives drafting legislation to an addicted gambler confessing their $300,000 losses. Sports gambling is here to stay, and the stakes could not be higher. Losing Big explains how this brewing crisis came to be, and how it can be addressed before new generations get hooked. Paul Knepper covered the New York Knicks for Bleacher Report. His first book was The Knicks of the Nineties: Ewing, Oakley, Starks and the Brawlers That Almost Won It All. His next book, Moses Malone: The Life of a Basketball Prophet, will be out in the fall of 2025. You can reach Paul at paulknepper@gmail.com and follow him on Twitter @paulieknep. Learn more about your ad choices. Visit megaphone.fm/adchoices
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    59 分
  • Connor Jackson, "Zombies, Consumption, and Satire in Capcom's Dead Rising" (Routledge, 2024)
    2025/04/19
    Zombies, Consumption, and Satire in Capcom's Dead Rising (Routledge, 2024) explores the relationship between video games and satire through an in-depth examination of Capcom’s Dead Rising series, which alludes to, recontextualises, and builds upon George A. Romero’s filmic satire on American consumer culture, Dawn of the Dead. Proposing a taxonomy of videoludic satire, this book details how video games can communicate satire through their virtual environments, their characters, their audio, the way they frame the passage of time, and the outcomes of in-game choices that their players can make. By applying this taxonomy to the Dead Rising series, this book presents a compelling case for how video games can function as instruments for social commentary and indicators of ideological tensions. This unique and insightful study will interest students and scholars of media studies, video game studies, satire, visual culture, and zombie studies. Rudolf Inderst is a professor of Game Studies and Gamedesign at Neu-Ulm University of Applied Science, department lead for Games at TITEL kulturmagazin, radio host of “Replay Value”, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices
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    16 分
  • Milena Droumeva, "Playthrough Poetics: Gameplay as Research Method" (Amherst College Press, 2024)
    2025/04/13
    Game streamers and live commentators are producing increasingly comprehensive analyses of gameplay, yet scholarship still tends to flatten the experiential media of video games into text for close reading. By shifting focus toward the immersiveness of video games, Playthrough Poetics: Gameplay as Research Method (Amherst, 2024) makes the case for gameplay as a necessary, alternate method. Contributors to this volume engage widely with the activity of play through autoethnographies, meta-analyses of self-broadcasting, new procedural methods like gamespace soundwalking, as well as the affective aspects of games research. In doing so, they model new possibilities for academic players and gamers alike. Rigorous scholarship meets cultural practice in this innovative, multi-modal edited collection that includes video essays and offers transcripts of the playthroughs themselves. Readers (and viewers) will come away with a toolkit of models, case studies, and conceptual frameworks for analyzing video games through gameplay. This volume is a fresh return to the joy of play: the poetics of games as contemporary forms of storytelling and interactivity. With contributions from Ashlee Bird, Brandon Blackburn, Milena Droumeva, Kishonna Gray, Robyn Hope, Ben Scholl, Maria Sommers, Ashlyn Sparrow, Christine Tran, and Aaron Trammell. 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 at the IU International University for Applied Science, 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, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices
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    33 分
  • Daryl Fairweather, "Hate the Game: Economic Cheat Codes for Life, Love, and Work" (U Chicago Press, 2025)
    2025/04/12
    The secret insights of economics, translated for the rest of us. Should I buy or rent? Do I ask for a promotion? Should I tell people I’m pregnant? What salary do I deserve? Should I just quit this job? Common anxieties about life are often grounded in economics. In an increasingly win-lose society, these economic decisions—where to work, where to live, even how to live—have a way of feeling fixed and mistakes terminal. Daryl Fairweather is no stranger to these dynamics. As the first Black woman to receive an economics PhD from the famed University of Chicago, she saw firsthand how concepts of behavioral economics and game theory were deployed in the real world—and in her own life—to great effect. Hate the Game: Economic Cheat Codes for Life, Love, and Work (U Chicago Press, 2025) combines Fairweather’s elite knowledge of these principles with her singular voice in describing how they can be harnessed. Her great talent, unique among economists, is her ability to articulate economic trends in a way that is not just informative, but also accounts for life’s other anxieties. In Hate the Game, Fairweather fixes her expertise and service on navigating the earliest economic inflection points of adult life: whether to go to college and for how long; partnering, having kids, both, or neither; getting, keeping, and changing jobs; and where to live and how to pay for it. She speaks in actionable terms about what the economy means for individual people, especially those who have the sneaking suspicion they’re losing out. Set against her own experiences and enriched with lessons from history, science, and pop culture, Fairweather instructs readers on how to use game theory and behavioral science to map out options and choose directions while offering readers a sense of control and agency in an economy where those things are increasingly rare. Learn more about your ad choices. Visit megaphone.fm/adchoices
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    36 分
  • Mia Consalvo et al., "Streaming by the Rest of Us: Microstreaming Videogames on Twitch" (MIT Press, 2025)
    2025/03/14
    The vast majority of people who stream themselves playing videogames online do so with few or no viewers. In Streaming by the Rest of Us: Microstreaming Videogames on Twitch (MIT Press, 2025) Dr. Mia Consalvo, Dr. Marc Lajeunesse, and Dr. Andrei Zanescu investigate who they are, why they do so, and why this form of leisure activity is important to understand. Unlike the esports athletes and streaming superstars who receive the lion's share of journalistic and academic attention, microstreamers are not in it for the money and barely have an audience. In this, the first book dedicated to the latter group, the authors gather interviews from dozens of microstreamers from 2017 to 2019 to discuss their lives, struggles, hopes, and goals. For readers interested in livestreaming, and Twitch in particular, the book rethinks the medium's history through accounts of the everyday uses of webcams, with particular attention to notions of liveness and authenticity. These two concepts have become calling cards for the videogame livestreaming platform and underlie streamer motivations, the construction of their practices (whether casual, serious, or anywhere in between), and the complex “metas” that take shape over time. The book also looks at the authors' own practices of livestreaming, focusing on what can be gained through experiencing the lived reality of the practice. Finally, the authors explain how Twitch's platform (studied from 2017–2023) informs how streamers structure their every day and how corporate ideologies bleed into real-world spaces like TwitchCon. This book is available open-access via the MIT Press website. This interview was conducted by Dr. Miranda Melcher whose new 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. Learn more about your ad choices. Visit megaphone.fm/adchoices
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    43 分
  • Sarah Stang, et al., "Monstrosity in Games and Play" (Amsterdam UP, 2024)
    2025/03/07
    Sarah Stang, editor, joins Jana Byars to talk about Monstrosity in Games and Play (Amsterdam UP, 2024). Monsters fascinate us. From ancient folklore to contemporary digital games, they are at the core of the stories we tell. They reflect our fears, deepest desires, and the monstrosity hidden within ourselves. Monsters hold a mirror to our contemporary society and reveal who we truly are. This edited collection examines monsters and monstrosity in games and play. Monsters are a key feature of most games: we fight, kill, and eat them--and sometimes, we become them. However, monsters in games and play are not only entertaining but also a reflection of the monstrosity of our world. In this book, twenty-two scholars explore how themes such as mental health, colonialism, individualism, disability, gender, sexuality, racism, and exclusion are reflected in the monsters we interact with in games, play, and our daily lives both online and offline. Monstrosity in Games and Play is recommended to readers interested in the monstrous in contemporary game cultures and their surrounding societies. Learn more about your ad choices. Visit megaphone.fm/adchoices
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    53 分
  • Blair Farrell, "The Avengers in Video Games" (McFarland, 2021)
    2025/03/05
    For decades, Marvel Comics' superhero group the Avengers have captured the imagination of millions, whether in comics, multi-billion dollar grossing films or video games. Similar to the chronology of the Marvel Cinematic Universe, the Avengers video games first started with titles driven by single characters, like Iron Man, the Hulk, Thor and Captain America. Over time, the games grew to include more and more heroes, culminating in playing experiences that featured the Avengers assembled. The Avengers in Video Games (McFarland, 2021) is the first-ever book assessing the video games starring "Earth's Mightiest Heroes." Featured games span consoles and platforms, from popular PlayStation and Xbox titles to an arcade game in danger of being lost to time. All video games are covered in depth, with each entry including game background and a detailed review from the author. Some game entries also include behind-the-scenes knowledge from the developers themselves, providing exclusive details on the Marvel video game universe. 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 at the IU International University for Applied Science, 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, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices
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    40 分