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

Apr 2, 2021 • 56min
Jonas Peters and Nicolai Meinshausen, "The Raven's Hat: Fallen Pictures, Rising Sequences, and Other Mathematical Games" (MIT Press, 2021)
Games have been of interest to mathematicians almost since mathematics became a subject. In fact, entire branches of mathematics have arisen simply to analyze certain games. The Raven's Hat: Fallen Pictures, Rising Sequences, and Other Mathematical Games (MIT Press, 2021) does something very different, and something that I think listeners will find intriguing – it uses games in order to explain mathematical concepts.The Raven's Hat presents a series of engaging games that seem unsolvable--but can be solved when they are translated into mathematical terms. How can players find their ID cards when the cards are distributed randomly among twenty boxes? By applying the theory of permutations. How can a player guess the color of her own hat when she can only see other players' hats? Hamming codes, which are used in communication technologies. Like magic, mathematics solves the apparently unsolvable. The games allow readers, including university students or anyone with high school-level math, to experience the joy of mathematical discovery. Learn more about your ad choices. Visit megaphone.fm/adchoices

Jan 25, 2021 • 54min
J. Rosenhouse, "Games for Your Mind: The History and Future of Logic Puzzles" (Princeton UP, 2020)
Jason Rosenhouse's Games for Your Mind: The History and Future of Logic Puzzles (Princeton UP, 2020) is about a panoply of logic puzzles. You’ll find Mastermind and sudoku discussed early on, and then you’ll be hit with an incredible array of some of the most intriguing logic puzzles that have ever been devised. Some will be familiar to you, but some will almost certainly be brain-teasers you have never heard of. It’s absolutely amazing what a truly deep field grew from recreational pastimes – and this book is an absolute treasure trove of stuff you can’t help thinking about. If you like logic, you’re certain to be sucked in – but you’ll enjoy the ride.Logic puzzles were first introduced to the public by Lewis Carroll in the late nineteenth century and have been popular ever since. Games like Sudoku and Mastermind are fun and engrossing recreational activities, but they also share deep foundations in mathematical logic and are worthy of serious intellectual inquiry. Games for Your Mind explores the history and future of logic puzzles while enabling you to test your skill against a variety of puzzles yourself.In this informative and entertaining book, Jason Rosenhouse begins by introducing readers to logic and logic puzzles and goes on to reveal the rich history of these puzzles. He shows how Carroll's puzzles presented Aristotelian logic as a game for children, yet also informed his scholarly work on logic. He reveals how another pioneer of logic puzzles, Raymond Smullyan, drew on classic puzzles about liars and truthtellers to illustrate Kurt Gödel's theorems and illuminate profound questions in mathematical logic. Rosenhouse then presents a new vision for the future of logic puzzles based on nonclassical logic, which is used today in computer science and automated reasoning to manipulate large and sometimes contradictory sets of data.Featuring a wealth of sample puzzles ranging from simple to extremely challenging, this lively and engaging book brings together many of the most ingenious puzzles ever devised, including the Hardest Logic Puzzle Ever, metapuzzles, paradoxes, and the logic puzzles in detective stories. Learn more about your ad choices. Visit megaphone.fm/adchoices

Nov 10, 2020 • 1h 7min
C. Thi Nguyen, "Games: Agency as Art" (Oxford UP, 2020)
Monopoly, Solitaire, football and Minecraft are all games, but for C. Thi Nyugen they are also an art form – specifically, the art form of agency, our capacity to set goals and pursue them. In Games: Agency as Art (Oxford UP, 2020), Nguyen argues that a game designer sculpts agency by specifying the goals and abilities of the potential player – what the player should care about and what their abilities are in the game environment. The resulting disposable ends and interesting struggles yields valuable aesthetic experiences that enhance our capacities for autonomous agency. Yet Nyugen, an associate professor of philosophy at the University of Utah, also warns of the harmful effects of the gamification of real life, when the simple goals and motivations in games leak into our real- world agency and can lead to social and moral disaster. Learn more about your ad choices. Visit megaphone.fm/adchoices

Jul 10, 2020 • 1h 7min
Cailin O’Connor, "Games in the Philosophy of Biology" (Cambridge UP, 2020)
The branch of mathematics called game theory – the Prisoners Dilemma is a particularly well-known example of a game – is used by philosophers, social scientists, and others to explore many types of social relations between humans and between nonhuman creatures.In Games in the Philosophy of Biology (Cambridge University Press, 2020), Cailin O’Connor introduces the basics of game theory and its particular branch, evolutionary game theory, and discusses how game theoretic models have helped explain the genesis of the meanings of linguistic and nonlinguistic signals, altruistic behavior, the spread of misinformation, and the origins of fair and unfair distributions of benefits in society.O’Connor, who is associate professor of logic and philosophy of science at the University of California–Irvine, also considers some of the drawbacks of game theoretic models. Her short introduction makes a major area of social scientific investigation accessible to readers without mathematical background. Learn more about your ad choices. Visit megaphone.fm/adchoices

Aug 6, 2019 • 1h 1min
William Gibbons, "Unlimited Replays: Video Games and Classical Music" (Oxford UP, 2018)
Video games are a significant part of popular entertainment in the twenty-first century. From Words with Friends to Grand Theft Auto, most people spend at least some of their leisure time with video games. In his book, Unlimited Replays: Video Games and Classical Music (Oxford University Press, 2018), William Gibbons examines the intersection between video games and classical music. From close readings of the scores of specific games to an analysis of games with characters related to classical music, Gibbons asks what happens when highbrow art meets lowbrow entertainment. Often classical music enhances the visual and storytelling elements of a game by sonically marking characters or situations as wealthy or sophisticated, as also happens in film and TV scores. Gibbons finds unexpected connections and layering of signification as video game scores exploit musical references from sources as far flung as Stanley Kubrick’s films to Richard Wagner’s Lohengrin. He ends the book with an account of how orchestras are trying to use the immense popularity of gaming to raise money and attract new audiences by playing concerts of video game music.William Gibbons is an associate professor of musicology and Associate Dean of the College of Fine Arts at Texas Christian University. His research centers on how canonical classical music repertoires function outside their initial time of compositions. In addition to his first book, Building the Operatic Music (University of Rochester Press), he has published numerous journal articles including in American Music, 19th-Century Music Review, and Opera Quarterly, and has co-edited a volume on video game music published in 2014 and another forthcoming later this year both from Routledge Press.Kristen M. Turner, Ph.D. is a lecturer at North Carolina State University in the music department. Her work centers on American musical culture at the turn of the twentieth century and has been published in several journals and essay collections. Learn more about your ad choices. Visit megaphone.fm/adchoices

Mar 23, 2018 • 48min
Alex Wade, “Playback: A Genealogy of 1980s British Videogames” (Bloomsbury Academic, 2018)
In his book Playback: A Genealogy of 1980s British Videogames (Bloomsbury Academic, 2018), Alex Wade examines the culture of bedroom coding, arcades, and format wars in 1980s Britain. Wade interviews gamers, developers and journalists to better understand the cultural habitus of early gaming. Wade expertly explores the bedroom culture of early coders, examining the ways in which games were copied and distributed among players. He situates gaming in the underground subcultures of arcades, connecting early arcade cultures to present-day gambling and gaming. Wade analyzes the ways that 1980s gaming gave rise to today’s gaming industry. Through his in-depth research into 1980s British gaming culture, Wade argues that video games give insight into social, political, and cultural landscapes in ways that deserve exploration and recognition. Wade’s work on gaming and gaming culture is essential reading in games studies and media and his focus on sociology of gaming makes for an appeal to a wide audience.Rebekah Buchanan is an Associate Professor of English at Western Illinois University. She researches zines, zine writers and the influence of music subcultures and fandom on writers and narratives. She is the author of Writing a Riot: Riot Grrrl Zines and Feminist Rhetorics (Peter Lang, 2018). You can find more about her on her website, follow her on Twitter @rj_buchanan or email her at rj-buchanan@wiu.edu. Learn more about your ad choices. Visit megaphone.fm/adchoices

Dec 20, 2017 • 44min
Alfie Bown, “The Playstation Dreamworld” (Polity, 2017)
How can Lacan help us to understand the subversive potential of video games? In The Playstation Dreamworld (Polity, 2017), Alfie Bown, Assistant Professor of Literature at HSMC, Hong Kong, explores this and many other questions of the modern condition. The book offers an accessible overview of key psychoanalytic theories to understand the video game, in particular the video game experience and its impact on the social world. The book uses a plethora of gaming examples, drawing out the ambivalences and potentials in even the most seemingly un-revolutionary games. These range from the transformation of space and urban experience in Pokemon Go, through the more corporate or reactionary experiences of Uncharted, through to the subversive elements of Papers Please. The book is essential reading for anyone interested in understanding how we live, through video games, now. Learn more about your ad choices. Visit megaphone.fm/adchoices

Mar 14, 2016 • 46min
Phillip Penix-Tadsen, “Cultural Code: Video Games and Latin America” (MIT Press, 2016)
Symbols have meanings that change depending upon the cultural context. But how do we discuss symbols, their meanings, and their cultural contexts without an adequate vocabulary? Phillip Penix-Tadsen, assistant professor of Spanish at the University of Delaware and author of the new book Cultural Code: Video Games and Latin America (MIT Press, 2016), offers insight in to how culture is signified in video games, with a particular emphasis on Latin America. In Cultural Code, Penix-Tadsen examines how Latin America is represented in some of the most popular of games, as well as how Latin American developers, themselves, represent their various countries. In so doing, Penix-Tadsen investigates the emergence of video games as cultural currency, and advances a vocabulary for describing how culture is integrated in to all aspects of gaming. Learn more about your ad choices. Visit megaphone.fm/adchoices

Dec 23, 2015 • 39min
Nathan Altice, “I Am Error: The Nintendo Family Computer-Entertainment System Platform” (MIT Press, 2015)
The genre of “platform studies” offers both researchers and readers more than an examination of the technical machinations of a computing system. Instead, the family of methodologies presents a humanist exploration of digital media from the perspective of the platform itself. That is, this approach contemplates the social, economic and cultural influence and significance of the technology. Although more formally identified by Ian Bogost and Nick Montfort in 2007 at the Digital Arts and Cultures Conference, the decades old platform studies discipline affords an understanding of the material manifestations of culture and creative work produced by computing systems.In his new book, I Am Error: The Nintendo Family Computer Entertainment System Platform (MIT Press, 2015), Nathan Altice, a digital media creator and scholar, studies the NES system and the Family Computer, it’s precursor. More than considering the NES as a single entity, the author investigates the platform as a “network of objects and texts,” that go beyond a “stable configuration of hardware and software.” In this way, Altice dives deep to unearth the code and design decisions that shape the creative affordances of the NES, how users choose to play using the platform, and how the system was received outside of Japan.The NES’s cultural reception is foundational for grasping a key theme throughout the book, that of “translation.” For Altice, translation produces errors – “new meanings, new expressions, new bodies, and new objects.” That is, the flaws in hardware and software, including the translation of language from Japanese to English, are not necessarily negative objects to be overcome. Instead, these bugs in the machine add to the performance of the games and the platform, and have very real social, economic, and cultural consequences.I Am Error is one book in the Platform Studies series from MIT Press. Learn more about your ad choices. Visit megaphone.fm/adchoices

Oct 27, 2015 • 1h 12min
Colin Milburn, “Mondo Nano: Fun and Games in the World of Digital Matter” (Duke UP, 2015)
Colin Milburn’s wonderful new book looks carefully and imaginatively at the relationship between nanotechnology and play. Mondo Nano: Fun and Games in the World of Digital Matter (Duke University Press, 2015) considers the many ways in which the research methods of nanotech and related fields blend with the practices of gaming, fiction, and fantasy in a world where scientists become gamers and gamers become scientists, a world filled with nanocars, nanotoilets, nanotaurs (nano-scale Minotaurs!), and nanopants. Milburn explores the spaces of this world, from islands to Second Life to a NanoCity. Incorporating chapters that are counted in binary (0000, 0001, 0010, 0011, etc.) and clues to a game hidden inside the narrative (!), Milburn’s book embodies the kind of play that the book explores. It’s a fun and fabulous work that blends literature, STS, and history. Learn more about your ad choices. Visit megaphone.fm/adchoices