

The MIT Press Podcast
The MIT Press
Interviews with authors of MIT Press books.
Episodes
Mentioned books

Mar 14, 2025 • 41min
Mia Consalvo et al., "Streaming by the Rest of Us: Microstreaming Videogames on Twitch" (MIT Press, 2025)
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.

Mar 10, 2025 • 56min
Lessons on Living with AI from the Home Computer Revolution: Revisiting Sherry Turkle’s “The Second Self”
It’s the UConn Popcast, and we've been experiencing a revolution in the past few years, as artificial intelligence becomes an increasingly common part of everyday life. Powerful AI tools are now integrated into our work, our schools, our creative industries, and our experiences of dating and companionship. This is a disorientating experience, one that changes not only our views of technology, but of ourselves. Can we look to a past technological revolution for help? We revisit Sherry Turkle's classic text The Second Self: Computers and the Human Spirit (MIT Press, 1985) on how the sudden spread of the personal computer through society in the 1980s similarly challenged the human relationship to technology. What can Turkle's text, which combined the fields of ethnography, psychoanalysis, and technology and society, tell us about today's AI revolution?

Mar 10, 2025 • 51min
M. Chirimuuta, "The Brain Abstracted: Simplification in the History and Philosophy of Neuroscience" (MIT Press, 2024)
This book is available open access here. The Brain Abstracted: Simplification in the History and Philosophy of Neuroscience (MIT Press, 2024), Mazviita Chirimuuta argues that the standard ways neuroscientists simplify the human brain to build models for their research purposes mislead us about how the brain actually works. The key issue, instead, is to figure out which details of brain function are relevant for understanding its role in causing behavior; after all, the biological brain is a highly energetically efficient basis of cognition in contrast to the massive data centers driving AI that are based on the simplification that brain functionality is just a matter of neuronal action potentials. Chirimuuta, who is a senior lecturer in philosophy at the University of Edinburgh, also argues for a Kantian-inspired view of neuroscientific knowledge called haptic realism, according to which what we can know about the brain is the product of interaction between brains and the scientific methods and aims that guide how we investigate them.

Mar 4, 2025 • 1h 3min
Chris Higgins, "Undeclared: A Philosophy of Formative Higher Education" (MIT Press, 2024)
Undeclared: A Philosophy of Formative Higher Education (MIT Press, 2024) is an imaginative tour of the contemporary university as it could be: a place to discover self-knowledge, meaning, and purpose.What if college were not just a means of acquiring credentials, but a place to pursue our formation as whole persons striving to lead lives of meaning and purpose? In Undeclared, Chris Higgins confronts the contemporary university in a bid to reclaim a formative mission for higher education. In a series of searching essays and pointed interludes, Higgins challenges us to acknowledge how far our practices have drifted from our ideals, asking: What would it look like to build a college from the ground up to support self-discovery and personal integration? What does it mean to be a public university, and are there any left? How can the humanities help the job-ified university begin to take vocation seriously?Cutting through the underbrush of received ideas, Higgins follows the insight where it leads, clearing a path from the corporate multiversity to the renaissance in higher education that was Black Mountain College and back again. Along the way, we tour a campus bent on becoming a shopping mall, accompany John Dewey through a midlife crisis, and witness the first "happening.” Through diverse and grounded philosophical engagements, Undeclared assembles the resources to expand the contemporary educational imagination.Chris Higgins is Associate Professor and Chair in the Department of Formative Education in Boston College's Lynch School of Education and Human Development, where he directs the Transformative Educational Studies program. He is the author of The Good Life of Teaching.The book is available Open Access here.

Mar 2, 2025 • 1h 15min
Christos Lynteris, "Visual Plague: The Emergence of Epidemic Photography" (MIT Press, 2022)
How epidemic photography during a global pandemic of bubonic plague contributed to the development of modern epidemiology and our concept of the “pandemic.”In Visual Plague: The Emergence of Epidemic Photography (MIT Press, 2022), Christos Lynteris examines the emergence of epidemic photography during the third plague pandemic (1894–1959), a global pandemic of bubonic plague that led to over twelve million deaths. Unlike medical photography, epidemic photography was not exclusively, or even primarily, concerned with exposing the patient's body or medical examinations and operations. Instead, it played a key role in reconceptualizing infectious diseases by visualizing the “pandemic” as a new concept and structure of experience—one that frames and responds to the smallest local outbreak of an infectious disease as an event of global importance and consequence.As the third plague pandemic struck more and more countries, the international circulation of plague photographs in the press generated an unprecedented spectacle of imminent global threat. Nothing contributed to this sense of global interconnectedness, anticipation, and fear more than photography. Exploring the impact of epidemic photography at the time of its emergence, Lynteris highlights its entanglement with colonial politics, epistemologies, and aesthetics, as well as with major shifts in epidemiological thinking and public health practice. He explores the characteristics, uses, and impact of epidemic photography and how it differs from the general corpus of medical photography. The new photography was used not simply to visualize or illustrate a pandemic, but to articulate, respond to, and unsettle key questions of epidemiology and epidemic control, as well as to foster the notion of the “pandemic,” which continues to affect our lives today.Christos Lynteris is Professor of Medical Anthropology at the University of St Andrews. His research focuses on the anthropological and historical examination of epidemics with a particular focus on zoonotic diseases, epidemiological epistemology, visual medical culture, and colonial medicine. His regional expertise includes China and Inner Asia.Professor Lynteris holds the first chair in medical anthropology at the University of St Andrews. Focusing on diseases that spread between animals and humans, his research has been foundational in the establishment of the anthropological study of zoonosis. Combining archival and ethnographic research together with visual methods and critical approaches to medical and epidemiological epistemologies, Professor Lynteris's research seeks to understand how specific zoonotic diseases (SARS, COVID-19, plague) and the broader question of zoonosis shape social and multispecies worlds and are in turn shaped by them.

Feb 27, 2025 • 21min
Jeff Yoshimi, "Gaming Cancer: How Building and Playing Video Games Can Accelerate Scientific Discovery" (MIT Press, 2025)
Can experimenting with game design increase our chances of finding a cure for cancer? Cancer is crafty, forcing us to be just as clever in our efforts to outfox it—and we’ve made excellent progress, but is it time for a new play in the playbook? In Gaming Cancer: How Building and Playing Video Games Can Accelerate Scientific Discovery (MIT Press, 2025), Jeff Yoshimi proposes a new approach to fighting an increasingly exhausting war. By putting the work of cancer research into the hands of nonspecialists, Yoshimi believes, we can accelerate the process of outgaming the disease once and for all. Gamers have already used “serious games” to discover new galaxies, digitize ancient texts, decode viruses, and solve theoretical problems in neuroscience. Cancer is a multilayered threat, and our best bet at overcoming it is via more minds working in concert. Gaming Cancer is an instruction manual for engineering games that motivate users to strain and sweat to find cancer cures. It integrates game design with research in cancer biology, data visualization techniques, and developments in cognitive science and AI while remaining sensitive to the limitations of citizen science and ethical concerns. Yoshimi sees in cutting-edge game technology the potential to educate and empower people to outwit cancer, an indirect route to richer science literacy that draws on the boundless resources of the mind. This book offers anyone invested in beating this seemingly intractable disease a concrete playbook that combines real science with creative vision in an effort to defeat the boss monster, cancer.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.

Feb 24, 2025 • 1h 33min
Aure Schrock on Politics Recoded: The Infrastructural Organizing of Code for America
Peoples & Things host, Lee Vinsel, talks with Aure Schrock, an interdisciplinary technology scholar and writing coach and editor at Indelible Voice, about their book, Politics Recoded: The Infrastructural Organizing of Code for America (MIT Press, 2024)Politics Recoded examines the history and culture of Code for America, an organization that, as one of its leaders put it, aimed “to promote ‘civic hacking,’ and to bring 21st century technology to government.” The book describes how the organization has changed over time from a “tech-forward” vision rooted in techno-libertarianism to an organization that provides something like digital consulting services to governments. The pair also talk about Aure’s writing and editing company, the Indelible Voice, and what it’s like helping scholars refine their vision and voice in academic writing.

5 snips
Feb 4, 2025 • 57min
Daniel Oberhaus, "The Silicon Shrink: How Artificial Intelligence Made the World an Asylum" (MIT Press, 2025)
Daniel Oberhaus, a science and technology journalist, discusses his book, "The Silicon Shrink," which addresses the unsettling intersection of AI and psychiatry. He reveals how AI promises superhuman accuracy in detecting mental disorders but lacks evidence of improving outcomes. Oberhaus shares personal insights after losing his sister to suicide, highlighting the risks of psychiatric surveillance and manipulation through algorithms. He introduces the concept of "swipe psychology," warning about the ethical dilemmas posed by AI in mental health care.

Jan 14, 2025 • 35min
Jesper Juul, "Too Much Fun: The Five Lives of the Commodore 64 Computer" (MIT Press, 2024)
The surprising history of the Commodore 64, the best-selling home computer of the 1980s—the machine that taught the world that computing should be fun.The Commodore 64 (C64) is officially the best-selling desktop computer model of all time, according to The Guinness Book of World Records. It was also, from 1985 to 1993, the platform for which most video games were made. But although it sold at least twice as many units as other home computers of its time, such as the Apple II, ZX Spectrum, or Commodore Amiga, it is strangely forgotten in many computer histories. In Too Much Fun: The Five Lives of the Commodore 64 Computer (MIT Press, 2024), Jesper Juul argues that the C64 was so popular because it was so versatile, a machine developers and users would reinvent again and again over the course of 40 years.First it was a serious computer, next a game computer, then a computer for showcasing technical brilliance (graphical demos using the machine in seemingly impossible ways), then a struggling competitor, and finally a retro device whose limitations are now charming. The C64, Juul shows, has been ignored by history because it was too much fun. Richly illustrated in full color, this book is the first in-depth examination of the C64's design and history, and the first to integrate US and European histories. Containing interviews with Commodore engineers as well as an insightful look at C64 games, music, and software, Too Much Fun will appeal to those who used a Commodore 64, those interested in the history of computing and video games and computational literacy, or just those who wish their technological devices would last longer.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.

Jan 12, 2025 • 38min
James Malazita, "Enacting Platforms: Feminist Technoscience and the Unreal Engine" (MIT Press, 2024)
An analysis of the game engine Unreal through feminist, race, and queer theories of technology and media, as well as a critique of the platform studies framework itself.In this first scholarly book on the Unreal game engine, James Malazita explores one of the major contemporary game development platforms through feminist, race, and queer theories of technology and media, revealing how Unreal produces, and is produced by, broader intersections of power. Enacting Platforms: Feminist Technoscience and the Unreal Engine (MIT Press, 2024) takes a novel critical platform studies approach, raising deeper questions: what are the material and cultural limits of platforms themselves? What is the relationship between the analyst and the platform of study, and how does that relationship in part determine what “counts” as the platform itself? Malazita also offers a forward-looking critique of the platform studies framework itself.The Unreal platform serves as a kind of technical and political archive of the games industry, highlighting how the techniques and concerns of games have shifted and accreted over the past 30 years. Today, Unreal is also used in contexts far beyond games, including in public communication, biomedical research, civil engineering, and military simulation and training. The author's depth of technical analysis, combined with new archival findings, contributes to discussions of topics rarely covered in games studies (such as the politics of graphical rendering algorithms), as well as new readings of previously “closed” case studies (such as the engine's entanglement with the US military and American masculinity in America's Army). Culture, Malazita writes, is not “built into” software but emerges through human practices with code.Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Titel kulturmagazin, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok.