
New Books in Game Studies
Interviews with scholars of game studies about their books.
Latest episodes

Sep 13, 2022 • 36min
Esther Wright, "Rockstar Games and American History: Promotional Materials and the Construction of Authenticity" (de Gruyter, 2022)
For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar’s franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses.But what does Rockstar’s version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar’s games and a range of official communications and promotional materials, Rockstar Games and American History: Promotional Materials and the Construction of Authenticity (de Gruyter, 2022) offers critical discussion of Rockstar as a company, their video games, and ultimately, their attempts at creating new narratives about U.S. history and culture. It explores the ways in which Rockstar’s brand identity and their titles coalesce to create a new kind of video game history, how promotional materials work to claim the "authenticity" of these products, and assert the authority of game developers to perform the role of historian.By working at the intersection of historical game studies, U.S. history, and film and media studies, this book explores what happens when contemporary demands for historical authenticity are brought to bear on the way we envisage the past – and whose past it is deemed to be. Ultimately, this book implores those who research historical video games to consider the oft-forgotten sources at the margins of these games as importance spaces where historical meaning is made and negotiated.Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science and editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture. Learn more about your ad choices. Visit megaphone.fm/adchoices

Aug 26, 2022 • 35min
Don’t Hate the Player: The World of E-Sports
On this episode of Darts and Letters, we took a personal journey into virtual sport. Listen in as guest host (and regular lead producer) Jay Cockburn gets ready to enter the world of e-sports, with a lesson in Super Smash Bros from a top player and professional coach. Find out why he won’t make it (spoiler alert: he doesn’t have that reaction time he used to); but also, find out why he might not want to make it. Unfortunately, e-sports have many of the problems that ‘real’ sports do, and some are even worse. E-sports have lower pay, more stringent IP regimes, singular corporate control, and less labour organizing. However, could things be changing? Jay talks to Alexander Lee, esports and games reporter at Digiday. He takes us through the booming world of esports: the good, the bad, the repetitive stress injuries, and what to do about it.—————————-SUPPORT THE SHOW—————————-You can support the show for free by following or subscribing on Spotify, Apple Podcasts, or whichever app you use. This is the best way to help us out and it costs nothing so we’d really appreciate you clicking that button.If you want to do a little more we would love it if you chip in. You can find us on patreon.com/dartsandletters. Patrons get content early, and occasionally there’s bonus material on there too.——————-ABOUT THE SHOW——————For a full list of credits, contact information, and more, visit our about page. Learn more about your ad choices. Visit megaphone.fm/adchoices

Aug 23, 2022 • 1h 1min
Save the Whales: The Addictive Psychology Behind Video Games
We’ll save the Moby Dick puns for the episode itself, but suffice it to say that sinister game developers are on a whale hunt. This episode, originally published last fall, is about the sophisticated psychological tactics they use to hunt and capture their prey. Free to play mobile games as glorified slot machines, in-game purchases even for triple-A titles, game design that keep gamers hooked to their rigs. These practices are often exploitative and, for some who fall victim to them, devastating. Some countries, like China, are pushing back. But their restrictions are overbearing and unlikely to work as people skirt the restrictions. There are better ways. On this episode of Darts and Letters, we take a journey to save the whales.—————————-SUPPORT THE SHOW—————————-You can support the show for free by following or subscribing on Spotify, Apple Podcasts, or whichever app you use. This is the best way to help us out and it costs nothing so we’d really appreciate you clicking that button.If you want to do a little more we would love it if you chip in. You can find us on patreon.com/dartsandletters. Patrons get content early, and occasionally there’s bonus material on there too.——————-ABOUT THE SHOW——————For a full list of credits, contact information, and more, visit our about page. Learn more about your ad choices. Visit megaphone.fm/adchoices

Aug 23, 2022 • 1h 9min
Peter Winkler, "Mathematical Puzzles" (A K Peters, 2020)
Peter Winkler has been collecting mathematical puzzles since childhood. He has had published two previous collections, and recently he compiled his largest curated collection to date. Mathematical Puzzles (A K Peters, 2021) also takes an alluring new approach to the genre: In the Roman-numbered front matter, 300+ puzzles are presented, roughly in order of increasing difficulty. Fuller discussions of the puzzles are then organized into 24 chapters according to the key insight that leads to their solutions. Each insight gets a brief mathematical treatment, and by the end of each chapter the reader is primed to appreciate an important and kindred mathematical result.In our interview, Dr. Winkler walked me through a handful of puzzles from two chapters. The first, "The Law of Small Numbers", gives a tongue-in-cheek name to the strategy of gaining insight from a smaller version of a larger problem. The puzzles lead up to a discussion of perfect matchings, whose small-number analogues reveal an elegant geometric solution. The second, "Infinite Choice", begins with some variations on hat-guessing puzzles, which turn out to admit surprisingly powerful strategies even among infinitudes of players! The chapter closes with an accessible peek at graph coloring problems.The book is delightfully designed with playful header fonts and illustrations by cartoonist Jess Johnson, through an equally delightful collaboration we took a moment to discuss. As Dr. Winkler aimed, i believe the book will appeal both to the puzzle enthusiast with a limited background in mathematics and to the mathematics enthusiast who, like myself, never really took to puzzles—as well, of course, to those dual enthusiasts whom the author epitomizes.Suggested companion works:
How to Solve It: A New Aspect of Mathematical Method by Georg Pólya
Martin Gardner’s Mathematical Games: The Entire Collection of his Scientific
American Columns
Peter Winkler is the William Morrill Professor of Mathematics and Computer Science at Dartmouth College and, for 2019–2020, the Distinguished Visiting Professor for the Public Dissemination of Mathematics at the National Museum of Mathematics. He is the author of 160 research papers, a dozen patents, two previous puzzle books, a book on cryptographic techniques in the game of bridge, and a portfolio of compositions for ragtime piano. Learn more about your ad choices. Visit megaphone.fm/adchoices

Aug 22, 2022 • 1h 8min
Moral Kombat: How Mortal Kombat Caused Moral Outrage
You can learn much about a media and political culture by examining when it panics, and who it panics about. And we’ve always panicked about video games, from the early arcades until this very day. Whether you are a prudish Christian conservative, or a concerned liberal-minded paternalist, demonizing video games has long been good politics.On this episode: guest host and lead producer Jay Cockburn travels back to the 90s, and looks at the story of Mortal Kombat. The game was violent, gory, glorious. It was a youth rebellion in miniature. Parents rebelled against the rebellion, staging their own petulant counter-revolution, and politicians embraced it. It triggered a moral panic and even congressional hearings into violence in games. But why did it happen, who did it serve, and what does it tell us about our own culture?—————————-SUPPORT THE SHOW—————————-You can support the show for free by following or subscribing on Spotify, Apple Podcasts, or whichever app you use. This is the best way to help us out and it costs nothing so we’d really appreciate you clicking that button.If you want to do a little more we would love it if you chip in. You can find us on patreon.com/dartsandletters. Patrons get content early, and occasionally there’s bonus material on there too.——————-ABOUT THE SHOW——————For a full list of credits, contact information, and more, visit our about page. Learn more about your ad choices. Visit megaphone.fm/adchoices

Aug 3, 2022 • 1h 28min
The Revolution Will Not Be Streamed: The Intellectual Culture of Twitch Streamers
It was billed as “the biggest event in the history of the terminally online.” A debate: socialism vs. capitalism. On your left side, the esteemed Marxist economist Richard Wolff. On your right, a StarCraft player-turned-online intellectual: Steven Bonnel II, better known as Destiny.But this debate didn’t take place on TV, or in a university debate club… it was on Twitch.tv. The online streaming platform that is mainly used for watching other people play video games.We dissect the debate, and its limitations. But more broadly, we ask, why are gamers becoming an emerging political commentariat, and what does that mean for the rest of us? Twitch is reshaping political and intellectual discourse, whether we like it or not; is it making that discourse more vibrant and more inclusive, or more phoney and more bro-y?—————————-SUPPORT THE SHOW—————————-You can support the show for free by following or subscribing on Spotify, Apple Podcasts, or whichever app you use. This is the best way to help us out and it costs nothing so we’d really appreciate you clicking that button.If you want to do a little more we would love it if you chip in. You can find us on patreon.com/dartsandletters. Patrons get content early, and occasionally there’s bonus material on there too.——————-ABOUT THE SHOW——————For a full list of credits, contact information, and more, visit our about page. Learn more about your ad choices. Visit megaphone.fm/adchoices

Jul 26, 2022 • 1h 23min
Felix Schniz, "Genre and Video Game: Introducing an Impossible Taxonomy" (Springer, 2021)
Felix Schniz's book Genre and Video Game: Introducing an Impossible Taxonomy (Genre und Videospiel: Einführung in eine unmögliche Taxonomie) explains video game genres as multidimensional and deeply mutable concepts enacted by the interplay of three dimensions: In addition to the hybrid approaches of genre theory, fiction genre and game genre, there are also social components that shape the gaming experience.Working with video games (and working with their genres) turns out to be working with an objet ambigu: an intangible object of art whose potential is revealed and developed, again and again, in the process of interacting with the user.Rudolf Inderst is a professor of Game Design at the IU International University of Applied Science. Learn more about your ad choices. Visit megaphone.fm/adchoices

Jul 8, 2022 • 45min
Samuel Ulbricht, "Ethics of Computer Gaming: A Groundwork" (Palgrave MacMillan, 2022)
Today I talked to Samuel Ulbricht about his book Ethics of Computer Gaming: A Groundwork (Palgrave MacMillan, 2022).Despite the increasing number of gamers worldwide, the moral classification of computer gaming marks an as yet unsolved riddle of philosophical ethics. In view of the explosive nature of the topic in everyday life (as seen in various debates about rampages), it is obvious that a differentiated professional clarification of the phenomenon is needed: Can playing computer games be immoral?To answer this question, the author first discusses what we do at all when we play computer games: What kind of action are we talking about? The second step is a moral classification that reveals whether (and if so, why) some cases of computer gaming are morally problematic. The considerations made here provide a fundamental insight into the normative dimension of computer gaming.This book is a translation of the original German 1st edition Ethik des Computerspielens by Samuel Ulbricht in 2020.Rudolf Inderst is a professor of Game Design at the IU International University of Applied Science. Learn more about your ad choices. Visit megaphone.fm/adchoices

Jun 27, 2022 • 48min
Rachael Hutchinson and Jérémie Pelletier-Gagnon, "Japanese Role-Playing Games: Genre, Representation, and Liminality in the JRPG" (Lexington Books, 2022)
Rachael Hutchinson and Jérémie Pelletier-Gagnon's edited volume Japanese Role-Playing Games: Genre, Representation, and Liminality in the JRPG (Lexington Books, 2022) examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English-speaking audience to Japanese video game scholarship while also extending postcolonial and philosophical readings to the Japanese game text. In a three-pronged approach, the collection uses these analyses to look at genre, representation, and liminality, engaging with a multitude of concepts including stereotypes, intersectionality, and the political and social effects of JRPGs on players and industry conventions. Broadly, this collection considers JRPGs as networked systems, including evolved iterations of MMORPGs and card-collecting “social games” for mobile devices. Scholars of media studies, game studies, Asian studies, and Japanese culture will find this book particularly useful.Jingyi Li is a PhD Candidate in Japanese History at the University of Arizona. She researches about early modern Japan, literati, and commercial publishing. Learn more about your ad choices. Visit megaphone.fm/adchoices

Jun 15, 2022 • 56min
John Wills, "Gamer Nation: Video Games and American Culture" (Johns Hopkins UP, 2019)
In 1975, design engineer Dave Nutting completed work on a new arcade machine. A version of Taito's Western Gun, a recent Japanese arcade machine, Nutting's Gun Fight depicted a classic showdown between gunfighters. Rich in Western folklore, the game seemed perfect for the American market; players easily adapted to the new technology, becoming pistol-wielding pixel cowboys. One of the first successful early arcade titles, Gun Fight helped introduce an entire nation to video-gaming and sold more than 8,000 units.In Gamer Nation: Video Games and American Culture (Johns Hopkins UP, 2019), John Wills examines how video games co-opt national landscapes, livelihoods, and legends. Arguing that video games toy with Americans' mass cultural and historical understanding, Wills show how games reprogram the American experience as a simulated reality. Blockbuster games such as Civilization, Call of Duty, and Red Dead Redemption repackage the past, refashioning history into novel and immersive digital states of America. Controversial titles such as Custer's Revenge and 08.46 recode past tragedies. Meanwhile, online worlds such as Second Life cater to a desire to inhabit alternate versions of America, while Paperboy and The Sims transform the mundane tasks of everyday suburbia into fun and addictive challenges.Working with a range of popular and influential games, from Pong, Civilization, and The Oregon Trail to Grand Theft Auto, Silent Hill, and Fortnite, Wills critically explores these gamic depictions of America. Touching on organized crime, nuclear fallout, environmental degradation, and the War on Terror, Wills uncovers a world where players casually massacre Native Americans and Cold War soldiers alike, a world where neo-colonialism, naive patriotism, disassociated violence, and racial conflict abound, and a world where the boundaries of fantasy and reality are increasingly blurred. Ultimately, Gamer Nation reveals not only how video games are a key aspect of contemporary American culture, but also how games affect how people relate to America itself.Rudolf Inderst is a professor of Game Design at the IU International University of Applied Science. Learn more about your ad choices. Visit megaphone.fm/adchoices