New Books in Game Studies cover image

New Books in Game Studies

Latest episodes

undefined
Aug 16, 2015 • 49min

Randy Nichols, “The Video Game Business” (British Film Institute, 2014)

Video games have become an important cultural and economic force in our media environment. In his new book, The Video Game Business (British Film Institute, 2014), scholar Randy Nichols provides an overview of the increasingly diverse global market for video games. Nichols locates the origins of the video game industry back to the dawn of the computer age in the 1960s. He then explores the emergence of an industry around video games, noting the interdependence of hardware and software across a number of key “epochs”: from consoles to computer gaming to the explosion of mobile gaming. Throughout the book, Nichols explores key moments of transition in video games by providing institutional profiles of key industrial players in the industry. His critical analysis of power in the video game industry also explores the role of labor and audiences. Learn more about your ad choices. Visit megaphone.fm/adchoices
undefined
Jul 9, 2015 • 51min

Vincent Vergonjeanne: French Online and Board Games Entrepreneur

Sam and Richard introduce Vincent Vergonjeanne, a French entrepreneur who takes us through how he built a successful ninety-person video game company, why he escaped it and moved to Krakow, and how he finally created his dream company producing beautiful, world-class video games, “One game at a time.” Vincent’s Linkedin Kobojo EveryDayIPlay About your host - Richard LucasRichard is a business and social entrepreneur who founded, led and/or invested in more than 30 businesses, Richard has been a TEDx event organiser, supports the pro-entrepreneurship ecosystem, and leads entrepreneurship workshops at all levels: from pre-schools to leading business schools. Richard was born in Oxford and moved to Poland in 1991. Read more here.Sam Cook was the co-host of this podcast from 2015-17 Learn more about your ad choices. Visit megaphone.fm/adchoices
undefined
Jun 1, 2015 • 39min

John Sharp, “Works of Game: On the Aesthetics of Games and Art” (MIT Press, 2015)

That games, particularly video games, could be viewed as art should come as no surprise. And yet, a debate exists over what is and should be considered art with respect to games. In his new book, Works of Game: On the Aesthetics of Games and Art (MIT Press, 2015), John Sharp offers context for the discussion of games and art. To do so, Sharp presents case studies of “Game Art,” “Art Games,” and “Artists’ Games” in an explication of three communities of practice that provide the foundation for the discussion of games and art. Game Art examines the use of games as tools for the creation of art. Sharp, then, examines the Art Game movement that pushes video games into the domain of other humanistic art forms. Finally, Artists’ Games examines the use of video games as an artistic medium that combines the aesthetics of artists and game developers. Sharp also discusses the potential for the the merging of the values of traditional artists and gaming communities. Learn more about your ad choices. Visit megaphone.fm/adchoices
undefined
Sep 24, 2014 • 59min

Mark Carnes, “Minds on Fire: How Role-Immersion Games Transform College” (Harvard UP, 2014)

“All classes are sorta boring” (p. 19). This statement is one that college students might believe, along with many of their professors, but not Dr. Mark Carnes, author of Minds on Fire: How Role-Immersion Games Transform College (Harvard University Press, 2014). In Carnes’ book, he describes a new type of learning and classroom pedagogy called “Reacting”, where students take control of the class by being immersed into various roles in a certain event in history and given a competitive goal to complete by the end of the exercise, sometimes over a month long. For instance, students could be assigned as Jacobins in the French Revolution or Gandhi during the partitioning of British India. Each role is different and each student is tasked with various objectives to complete. The method, which can be used in disciplines beyond history, is akin to Model UN or mock trials, but on overdrive.Carnes, professor of history at Barnard College, asserts that through these immersion activities students will gain a better sense of morality, foster greater leadership and community-building skills, and learn more on a particular subject overall than a traditional class setting, as students are tasked with knowing their characters and historical background information much more intently than their typical class workload. The reacting method taps into the “subversive play” that has been present on college campuses for centuries–from fraternities, mixers, and football, to beer pong, Facebook, and World of Warcraft. The role immersion method gets students excited about going to class and even raises the stakes for how much students care, which can result in crying sessions after a tough loss in the imagined world, as Carnes witnessed on several occasions. Despite countering teachings from Plato, Rousseau, Dewey, and other educational thinkers, Minds on Fire provides a compelling case on how to rethink the modern classroom experience in higher education. Dr. Carnes joins New Books in Education for an interesting discussion on his book and urges anyone interested in implementing this new pedagogical tool to visit the Reacting to the Past website. Learn more about your ad choices. Visit megaphone.fm/adchoices
undefined
Apr 11, 2014 • 51min

Nick Yee, “The Proteus Paradox: How Online Games and Virtual Worlds Change Us-and How They Don’t” (Yale UP, 2014)

The image of online gaming in popular culture is that of an addictive pastime, mired in escapism. And the denizens of virtual worlds are thought to be mostly socially awkward teenaged boys. In his new book The Proteus Paradox: How Online Games and Virtual Worlds Change Us-and How They Don’t (Yale University Press, 2014), Nick Yee asserts that the common stereotypes of gaming and gamers are not, and have never been, based in fact. Massively multiplayer online role-playing games, or MMORPGs as they are called, attract a diverse community of users with a range of ages, economic statuses, and motivations for playing. Basing his conclusions on his own research into online gaming and virtual worlds, Yee finds that far from creating separate worlds with new rules for its member, MMORPGs reinforce the social norms from offline society. Learn more about your ad choices. Visit megaphone.fm/adchoices

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