

New Books in Science, Technology, and Society
New Books Network
Interviews with Scholars of Science, Technology, and Society about their New BooksSupport our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society
Episodes
Mentioned books

Mar 7, 2025 • 1h 4min
Jorge Goldstein, "Patenting Life: Tales from the Front Lines of Intellectual Property and the New Biology" (Georgetown UP, 2025)
In this episode, Jorge Goldstein, the author of Patenting Life: The Commercialization of Biology, delves into the critical junction where biotechnology meets patent law. With a background as a molecular biologist turned patent attorney, Goldstein offers unique insights into how commercial biology has evolved and its profound effects on patent regulations. The discussion takes listeners on a journey from the early days of recombinant DNA technology to the cutting-edge advancements of CRISPR. Goldstein articulates how the commercialization of biological research influences scientific inquiry and reshapes patent law, highlighting key legal cases that have set the boundaries for patenting living organisms while addressing the complex ethical considerations that accompany these developments.A significant theme in the conversation is the ongoing tension between academic research and commercial interests. Goldstein explains how this dynamic has molded patent policies and research agendas, emphasizing the concept of “enabling life” through patents. He also touches on emerging challenges posed by technologies like AI in biotechnology, raising questions about ownership and consent regarding biological materials and genetic data. Reflecting on broader ethical implications, Goldstein discusses the responsibilities that come with innovation in biotechnology and patent law while considering the future challenges for intellectual property frameworks, particularly in light of advancements in CRISPR and synthetic biology.This episode provides a comprehensive overview of how the patenting of life has transformed not only biology and medicine but also the legal landscape, prompting listeners to think critically about the implications of these changes for society. Learn more about your ad choices. Visit megaphone.fm/adchoicesSupport our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society

Mar 7, 2025 • 38min
Daniel J. Solove, "On Privacy and Technology" (Oxford UP, 2025)
Daniel J. Solove, an internationally renowned privacy expert and professor at George Washington University Law School, discusses his latest book on the critical intersection of privacy and technology. He explores whether privacy is dead in the digital age and critiques existing legal frameworks for data privacy. Solove highlights the complexities of consent and the risks of data aggregation, proposing a new 'murky consent' framework. He emphasizes the urgent need for accountability in technology regulation, drawing parallels with historical lessons on safety.

Mar 7, 2025 • 1h 16min
Eric Dienstfrey, "Making Stereo Fit: The History of a Disquieting Film Technology" (U California Press, 2024)
Surround sound is often mistaken as a relatively new phenomenon in cinemas, one that emerged in the 1970s with the arrival of Dolby. Making Stereo Fit: The History of a Disquieting Film Technology (University of California Press, 2024) reveals that, in fact, filmmakers have been creating stereo and surround-sound effects for nearly a century, since the advent of talking pictures, and argues that their endurance owes primarily to the longstanding battles between stereo and mono technologies. Throughout the book, Eric Dienstfrey analyzes newly discovered archival materials and myriad stereo releases, from Hell’s Angels (1930) to Get Out (2017), to show how Hollywood’s financial dependence on mono prevented filmmakers from seeing surround sound’s full aesthetic potential. Though studios initially explored stereo’s unique capabilities, Dienstfrey details how filmmakers eventually codified a conservative set of surround-sound techniques that prevail today, despite the arrival of more immersive formats. Learn more about your ad choices. Visit megaphone.fm/adchoicesSupport our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society

Mar 5, 2025 • 58min
Simona Valeriani, "The Royal Albert Hall: Building the Arts and Sciences" (Brepols, 2024)
The Royal Albert Hall: Building the Arts and Sciences (Brepols, 2024) by Dr. Simona Valeriani takes one of London’s most iconic buildings and deconstructs it to offer new insights into the society that produced it. As part of the new cultural quarter built in South Kensington on the proceeds from The Great Exhibition of 1851, the Royal Albert Hall was originally intended to be a ‘Central Hall of Arts and Sciences’. Prince Albert’s overarching vision was to promote technological and industrial progress to a wider audience, and in so doing increase its cultural and economic reach.Lighting, ventilation, fireproofing, ‘ascending rooms’, cements, acoustics, the organ, the record-breaking iron dome, and the organisation of internal spaces were all attempts to attain progress - and subject to intense public scrutiny. From iron structures to terracotta, from the education of women to the abolition of slavery, in the making of the Royal Albert Hall scientific knowledge and socio-cultural reform were intertwined.This book shows, for the first time, how the Royal Albert Hall’s building was itself a crucible for innovation. Illustrious techniques from antiquity were reimagined for the new mechanical age, placing the building at the heart of a process of collecting, describing, and systematising arts and practices. At the same time, the Royal Albert Hall was conceived as a ‘manifesto’ of what the Victorians thought Britain ought to be, at a crucial moment of its socio-economic history: a symbolic cultural hub for the Empire’s metropole.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/adchoicesSupport our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society

Mar 4, 2025 • 19min
Kyle Orland, "Minesweeper" (Boss Fight Books, 2023)
If you had some free time and a Windows PC in the 1990s, your mouse probably crawled its way to Minesweeper, an exciting watch-where-you-click puzzle game with a ticking clock and a ton of “just one more game” replayability. Originally sold as part of a “big box” bundle of simple games, Minesweeper became a cornerstone of the Windows experience when it was pre-installed with every copy of Windows 3.1 and decades of subsequent OS updates. Alongside fellow Windows gaming staple Solitaire, Minesweeper wound up on more devices than nearly any other video game in history. Sweeping through a minefield of explosive storylines, Journalist Kyle Orland reveals how Minesweeper caused an identity crisis within Microsoft, ensnared a certain Microsoft CEO with its addictive gameplay, dismayed panicky pundits, micromanagers, and legislators around the world, inspired a passionate competitive community that discovered how to break the game, and predicted the rise of casual gaming by nearly two decades.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/adchoicesSupport our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society

Mar 3, 2025 • 56min
Webb Keane, "Animals, Robots, Gods: Adventures in the Moral Imagination" (Princeton UP, 2025)
Revolutions in technology are fundamentally transforming what it means to be human. Or are they? As Webb Keane points out, before humans consulted ChatGPT, they propitiated oracles. Before they fell in love with robot boyfriends, they ventured into the forest to marry nature spirits. In his new book Animals, Robots, Gods: Adventures in the Moral Imagination (Princeton UP, 2025) Keane combines anthropology and philosophy to show us what is new and what is not in our current technological moment. Using a broad comparative perspective he shows us how shamans, hunters, priests, and doctors have long responded to the existential questions which drive our current technological obsessions: Where is the line between human and non-human? How do humans find meaning in our interactions with non-humans? By widening our intellectual imagination, Keane shows us how many of our current intellectual dilemmas about technology are not new -- and are far more deep than enduring than we might have previously suspected.Webb Keane is the George Herbert Mead Distinguished University Professor in the Department of Anthropology at the University of Michigan.Alex Golub is an associate professor of anthropology at the University of Hawai‘i at Mānoa Learn more about your ad choices. Visit megaphone.fm/adchoicesSupport our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society

Mar 3, 2025 • 34min
Robert Houghton, "The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism" (Boydell & Brewer, 2024)
Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them.The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism (Boydell & Brewer, 2024) explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching.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/adchoicesSupport our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society

Mar 3, 2025 • 38min
Sonic AI
Today we hear two scholars reading their recent work on artificial intelligence. Steph Ceraso studies the technology of “voice donation,” which provides AI-created custom voices for people with vocal disabilities. Hussein Boon contemplates the future of AI in music via some very short and thought-provoking fiction tales. And we start off the show with Mack reflecting on how hard the post-shutdown adjustment has been for many of us and how that might be feeding into the current AI hype. For our Patreon members we have “What’s Good” recommendations from Steph and Hussein on what to read, listen to, and do. Join at Patreon.com/phantompower. About our guests:Steph Ceraso is Associate Professor of Digital Writing & Rhetoric in the English Department at the University of Virginia. She’s one of Mack’s go-to folks when trying to figure out how to use audio production in the classroom as a form of student composition. Steph’s research and teaching interests include multimodal composition, sound studies, pedagogy, digital rhetoric, disability studies, sensory rhetorics, music, and pop culture. Hussein Boon is Principal Lecturer at the University of Westminster. He’s a multi-instrumentalist, session musician, composer, modular synth researcher, and AI researcher. He also has a vibrant YouTube presence with tutorials on things like Ableton Live production. Pieces featured in this episode: “Voice as Ecology: Voice Donation, Materiality, Identity” by Steph Ceraso in Sounding Out (2022). “In the Future” by Hussein Boon in Riffs (2022). Mack also mentioned in his rant: “Embodied meaning in a neural theory of language” by Jerome Feldman and Srinivas Narayanan (2003). “The Contemporary Theory of Metaphor” by George Lakoff (1992). Today’s show was produced and edited by Ravi Krishnaswami Learn more about your ad choices. Visit megaphone.fm/adchoicesSupport our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society

Mar 2, 2025 • 1h 15min
Christos Lynteris, "Visual Plague: The Emergence of Epidemic Photography" (MIT Press, 2022)
In this engaging conversation, Christos Lynteris, a Professor of Medical Anthropology at the University of St Andrews, delves into the fascinating world of epidemic photography during the bubonic plague pandemic. He discusses how this visual culture redefined our understanding of 'pandemic' and its societal implications. Lynteris reveals the entanglement of colonial politics and photographic narratives, illustrating how images framed public health crises as global threats. The episode also explores the evolution of quarantine practices and the interplay between societal anxieties and epidemiology.

Mar 1, 2025 • 53min
Sam Srauy, "Race, Culture and the Video Game Industry: A Vicious Circuit" (Routledge, 2024)
My guest today Sam Srauy is an Associate Professor in the Department of Communication, Journalism, and Public Relations at Oakland University, Her research examines race, video games, and the political economy of the video game industry. Srauy’s work appears in various academic journals including Social Media + Society, First Mondays, Games and Culture, and Television and New Media. She teaches courses on identity, race/racism, digital media production, and video game studies/production. Prior to academia, Srauy worked for over a decade in the high-tech industry. Her experience in that field includes municipal wireless networks, open-source technology, and streaming media systems. About the book: Race, Culture and the Video Game Industry: A Vicious Circuit (Routledge, 2024) offers a detailed and much needed examination of how systemic racism in the US shaped the culture, market logic, and production practices of video game developers from the 1970s until the 2010s.Offering historical analysis of the video game industries (console, PC, and indie) from a critical, political economic lens, this book specifically examines the history of how such practices created, enabled, and maintained racism through the imagined 'gamer.' The book explores how the cultural and economic landscape of the United States developed from the 1970s through the 2000s and explains how racist attitudes are reflected and maintained in the practices of video games production. These practices constitute a 'Vicious Circuit' that normalizes racism and the centrality of an imagined gamer identity. It also explores how the industry, from indie game developers to larger profit-driven companies, responded to changing attitudes in the 2010s, where racism and lack of diversity in games was frequently being noted. The book concludes by offering potential solutions to combat this 'Vicious Circuit'.A vital contribution to the study of video games that will be welcomed by students and scholars in the fields of media studies, cultural studies, game studies, critical race studies, and beyond. Learn more about your ad choices. Visit megaphone.fm/adchoicesSupport our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society