Épisodes

  • Carlin Wing, "Bounce: Balls, Walls, and Bodies in Games and Play" (MIT Press, 2026)
    Mar 11 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. Learn more about your ad choices. Visit megaphone.fm/adchoices
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    44 min
  • Kaitlin Tremblay, "Life is Strange" (Boss Fight Books, 2026)
    Mar 9 2026
    Despite its time travel mechanics, high stakes, and pulpy murder plot, Don’t Nod Entertainment’s 2015 adventure game Life is Strange stood out from most video games with its unapologetic emphasis on queer romance and friendships. Yet for all the game’s specificity, players around the world found something of themselves in its protagonist, Max Caulfield, a perceptive yet insecure teen photographer who discovers she has the ability to rewind time itself. Narrative designer Kaitlin Tremblay offers an intimate close reading in Life is Strange (Boss Fight Books, 2026) through the lenses of personal history, YA fantasy, identity formation, grief, and most of all, choice. If Max is “the sum of all the possible choices that she could make,” as Tremblay writes, then every decision we players make says something about who we are—and who we want to be. Kaitlin Tremblay is a writer and narrative designer. 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, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices
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    13 min
  • Victor Navarro-Remesal, "Zen and Slow Games" (MIT Press, 2026)
    Mar 3 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. Learn more about your ad choices. Visit megaphone.fm/adchoices
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    38 min
  • Miguel Sicart, "Playing Software: Homo Ludens in Computational Culture" (MIT Press, 2023)
    Mar 2 2026
    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. Learn more about your ad choices. Visit megaphone.fm/adchoices
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    1 h et 1 min
  • Raiford Guins, "King PONG: How Atari Bounced Across Markets to Make Millions" (MIT Press, 2026)
    Feb 20 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. Learn more about your ad choices. Visit megaphone.fm/adchoices
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    1 h et 15 min
  • Charlotte Reber, "Dragon Age II" (Boss Fight Books, 2026)
    Feb 20 2026
    Rushed through development in just a year to capitalize on the runaway success of its predecessor, Dragon Age II's writing team had only a few months to write an entire game before handing it off to voice acting and development. The result was an often ramshackle sequel featuring a smaller world, fewer companions, and repetitive quests—as well as some of the best characters, dialogue, and storytelling Bioware has ever put to screen. Based on new interviews with DA2 writers David Gaider, Jennifer Hepler, Lukas Kristjanson, as well as editor Karin Weekes, author Charlotte Reber tells the wild behind-the-scenes story of how a team at the top of their game made the best of an impossible assignment to create the series’s first fully voiced protagonist, its charmingly unreliable narrator, and a crew of unforgettable party members to bother, befriend, and romance. From DA2’s inception to its mishandled marketing campaign to its volatile reactions from players, Reber’s book raises a mug of ale to the game that was—and the game that might have been. Charlotte Reber is a fiction writer and gamer with a fascination for telling stories and playing games in unusual ways. She has a handful of degrees in creative writing and children's literature from Wellesley College and Simmons University, and lives in Vermont with her family, several cats, and a suspiciously low number of dragons. 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. Learn more about your ad choices. Visit megaphone.fm/adchoices
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    20 min
  • Rob Gallagher, "Artgames after GamerGate" (Palgrave Macmillan, 2025)
    Feb 6 2026
    Videogame culture is obsessed with development. But gaming is still widely associated with wasted time, squandered potential and backwards attitudes. Even as the average gamer grows older, the medium remains dogged by the same old question: when will videogames grow up? The Gamergate movement lent this question renewed urgency, launching attacks on feminists and “social justice warriors” that have come to be seen as a catalyst for the emergence of the alt-right and election of Donald Trump. Artgames after GamerGate (Palgrave Macmillan, 2025) explores how makers of independent and experimental videogames responded to Gamergate and its aftermath. Analysing key titles released between 2015 and 2018, it shows how artgame designers used assets, characters and mechanics scavenged from classic franchises like Zelda, Street Fighter and Sonic the Hedgehog to review gaming's history, reframe their own biographies and link gaming’s growing pains to a broader sense of disorientation, disillusionment and decline in American culture. 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 cost-free game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices
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    27 min
  • Federico Alvarez Igarzábal and Emmanuel Guardiola, "Video Games and Mental Health: Perspectives of Psychology and Game Design" (Transcript Publishing, 2024)
    Jan 31 2026
    How do video games and mental health intersect from the perspectives of psychology and game design? In recent years, the topic of mental health has gained tremendous importance for the games industry, affecting both the applied and entertainment games sectors. The former draws from established practices in diagnostics, digital medicine, therapy, and self-help to develop innovative and accessible tools; the latter follows in the tradition of games d'auteur, addressing the topic of mental health from a personal perspective. The contributors to Video Games and Mental Health: Perspectives of Psychology and Game Design (Transcript Publishing, 2024)(also in Open Access) inspect current trends and future perspectives related to these phenomena to inform the work of psychologists and game designers. 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. Learn more about your ad choices. Visit megaphone.fm/adchoices
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    30 min