New Books in Popular Culture

Marshall Poe
undefined
Mar 7, 2025 • 51min

Sarah Stang, et al., "Monstrosity in Games and Play" (Amsterdam UP, 2024)

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/adchoicesSupport our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture
undefined
Mar 6, 2025 • 55min

Chris Alexander, "Art! Trash! Terror! Adventures in Strange Cinema" (Headpress, 2025)

ART! TRASH! TERROR! Adventures in Strange Cinema (Headpress 2025) by Chris Alexander is a treasure trove of in-depth essays and edifying interviews that celebrate some of the most eccentric and unforgettable movies in cult cinema history. From recognized classics (George A. Romero's Dawn Of The Dead, David Lynch's The Elephant Man) to misunderstood masterpieces (Michael Mann's The Keep, Boris Sagal's The Omega Man) to unfairly maligned curios (Kostas Karagiannis' Land Of The Minotaur, Brett Leonard's Hideaway), the author takes an alternately serious and playful but always personal look at several strains of international horror, dark fantasy, and exploitation film -- motion pictures that transform, transgress, challenge, infuriate, shock, and entertain. Connecting these passionate and critical essays are insightful interviews with revered talents, such as John Waters (writer/director, Cecil B. Demented), Michael Winner (director, The Sentinel), Nicolas Cage (actor, Vampire's Kiss), Gene Simmons (co-founder/bassist, KISS), William Crain (director, Blacula), William Lustig (director, Maniac), Werner Herzog (director, Nosferatu: Phantom Der Nacht) and many more, as well as witty, heartfelt memoirs charting the author's oddball experiences on the fringes of Hollywood and beyond. Illustrated with more than 200 startling photographs! Learn more about your ad choices. Visit megaphone.fm/adchoicesSupport our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture
undefined
Mar 5, 2025 • 38min

Blair Farrell, "The Avengers in Video Games" (McFarland, 2021)

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/adchoicesSupport our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture
undefined
Mar 5, 2025 • 1h 9min

Alfie Bown, "Post-Comedy" (Polity, 2025)

Not so long ago, comedy and laughter were a shared experience of relief, as Freud famously argued. At their best, ribbing, roasting, piss-taking and insulting were the foundation of a kind of universal culture from which friendship, camaraderie and solidarity could emerge.Now, comedy is characterized by edgy humour and misplaced jokes that provoke personal and social anxiety, causing divisive cultural warfare in the media and among people. Our comedy is fraught with tension like never before, and so too is our social life. We often hear the claim that no one can take a joke anymore. But what if we really can’t take jokes anymore?Post-Comedy (Polity, 2025) argues that the spirit of comedy is the first step in the building of society, but that it has been lost in the era of divisive identity politics. Comedy flares up debates about censorship and cancellation, keeping us divided from one other. This goes against the true universalist spirit of comedy, which is becoming a thing of the past and must be recovered.Alfie Bown is a Senior Lecturer in Digital Media at Kings College London. His research focuses on psychoanalysis, digital media and popular culture.He has also worked as a journalist, writing for The Guardian, Paris Review, New Statesman, Tribune, and others. His books include The Playstation Dreamworld, Post-Memes, and Dream Lovers: The Gamification of Relationships.He is the founder of Everyday Analysis which publishes pamphlets and essay collections with contemporary social and political issues. Learn more about your ad choices. Visit megaphone.fm/adchoicesSupport our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture
undefined
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/popular-culture
undefined
Mar 3, 2025 • 31min

Waiyee Loh, "Empire of Culture: Neo-Victorian Narratives in the Global Creative Economy" (SUNY Press, 2024)

Empire of Culture: Neo-Victorian Narratives in the Global Creative Economy (SUNY Press, 2024) by Dr. Waiyee Loh brings together contemporary representations of Victorian Britain to reveal how the nation's imperial past inheres in the ways post-imperial subjects commodify and consume "culture" in the late twentieth and early twenty-first centuries. The globalization of English literature, along with British forms of dress, etiquette, and dining, in the nineteenth century presumed and produced the idea that British culture is a universal standard to which everyone should aspire.Examining neo-Victorian texts and practices from Britain, the United States, Japan, and Singapore—from A. S. Byatt's novel Possession and its Hollywood film adaptation to Japanese Lolita fashion and the Lady Victorian manga series—Dr. Loh argues that the British heritage industry thrives on the persistence of this idea. Yet this industry also competes and collaborates with the US and Japanese cultural industries, as they, too, engage with the legacy of British universalism to carve out their own empires in a global creative economy. Unique in its scope, Empire of Culture centers Britain's engagements with the US and East Asia to illuminate fresh axes of influence and appropriation, and further bring Victorian studies into contact with various sites of literary and cultural fandom.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/popular-culture
undefined
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/popular-culture
undefined
Mar 2, 2025 • 58min

Hallie Franks, "Ancient Sculpture and Twentieth-Century American Womanhood: Venus Envy" (Bloomsbury, 2025)

Ancient Sculpture and Twentieth-Century American Womanhood: Venus Envy (Bloomsbury, 2025) by Dr. Hallie Franks examines the reception of Graeco-Roman sculptures of Venus and their role in the construction of the body aesthetics of the “fit” American woman in the decades around the turn of the 20th century. In this historical moment, 19th-century anthropometric methods, the anti-corset dress reform movement and early fitness culture were united in their goal of identifying and producing healthy, procreative female bodies. These discourses presented ancient statues of Venus – most frequently, the Venus de Milo – as the supreme visual model of a superior, fit, feminine physique. An America of such Venuses would herald the future prosperity of the “American race” by reviving the robust health and moral righteousness of the ancient Greeks.Venuses had long been symbols of beauty, but the new situation of Venus statues as an aesthetic and moral destination for women set up a slippage between ideal sculpture and living bodies: what did it mean for a woman to embody – or to try to embody – the perfect health and beauty of an ancient statue? How were women expected to translate this model into flesh? What were the political stakes to which this vision of a nation of American Venuses was bound? Who was believed to conform to this ideal, and who was excluded from it? In taking on these questions, Dr. Franks engages with physical culture and dress-reform media, modern artwork that adapts Graeco-Roman traditions, anthropological texts, art histories of ancient Greece, film, advertising and medical reporting on women's health.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/popular-culture
undefined
Feb 26, 2025 • 55min

Mike Sielski, "Magic in the Air: The Myth, the Mystery, and the Soul of the Slam Dunk" (St. Martin's Press, 2025)

The evolution of basketball, and much of the social and cultural change in America, can be traced through one powerful act on the court: the slam dunk. The dunk's history is the story of a sport and a country changed by the most dominant act in basketball, and it makes Magic in the Air: The Myth, the Mystery, and the Soul of the Slam Dunk (St. Martin's Press, 2025) a rollicking and insightful piece of narrative history and a surefire classic of sports literature.When basketball was the province of white men, the dunk acted as a revolutionary agent, a tool for players like Wilt Chamberlain and Bill Russell to transform the sport into a Black man’s game. The dunk has since been an expression of Black culture amid the righteous upheaval of the civil-rights movement, of the threat that Black people were considered to be to the establishment. It was banned from college basketball for nearly a decade―an attempt to squash the individual expression and athleticism that characterized the sport in America’s cities and on its playgrounds. The dunk nevertheless bubbled up to basketball’s highest levels. From Julius Erving to Michael Jordan to the high flyers of the 21st century, the dunk has been a key mechanism for growing the NBA into a global goliath.Drawing on deep reporting and dozens of interviews with players, coaches, and other hoops experts, Magic in the Air brings to life the tale of the dunk while balancing sharp socio-racial history and commentary with a romp through American sports and culture. There's never been a basketball book quite like it.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 published in 2025. You can reach Paul at paulknepper@gmail.com and follow him on Twitter @paulieknep. Learn more about your ad choices. Visit megaphone.fm/adchoicesSupport our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture
undefined
Feb 25, 2025 • 45min

William Burns, "Ghost of an Idea: Hauntology, Folk Horror, and the Spectre of Nostalgia" (Headpress, 2025)

The future ain't what it used to be.Is nostalgia revitalizing or killing 21st-century culture? The concept of nostalgia has seeped into almost all aspects of modern-day media, none more so than horror culture and its borderlands of Hauntology, Folk Horror, and found footage film. From film and TV franchises building endlessly on past glories, to musicians whose work now spans decades, modern media borrows heavily from the past.Ghost of an Idea: Hauntology, Folk Horror, and the Spectre of Nostalgia examines the use and effect of nostalgia in the Horror and Hauntological realms. It asks why these genres hold such a fascination in popular culture, often inspiring devoted fanbases. From Candyman to The Blair Witch Project, and Dark Shadows to American Horror Story, are the folk horror and found footage phenomena significant artistic responses to political, social, and economic conditions, or simply an aesthetic rebranding of what has come before? How has nostalgia become linked to other concepts (psychogeography, residual haunting) to influence Hauntological music such as Boards of Canada, The Rowan Amber Mill, Hawksmoor, or The Caretaker? What can the 'urban wyrd' or faux horror footage tell us about our idealized past? And how will these cultures of nostalgia shape the future?Combining the author's analysis with first-hand accounts of fans and creators, this book offers a critical analysis of our cultural quest to recognize, resurrect, and lay to rest the ghosts of past and present, also summoning up those spectres that may haunt the future. Learn more about your ad choices. Visit megaphone.fm/adchoicesSupport our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture

The AI-powered Podcast Player

Save insights by tapping your headphones, chat with episodes, discover the best highlights - and more!
App store bannerPlay store banner
Get the app