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

Mar 28, 2023 • 56min
Jeffrey G. Snodgrass, "The Avatar Faculty: Ecstatic Transformations in Religion and Video Games" (U California Press, 2023)
The Avatar Faculty: Ecstatic Transformations in Religion and Video Games (University of California Press, 2023) creatively examines the parallels between spiritual and digital activities to explore the roles that symbolic second selves—avatars—can play in our lives. The use of avatars can allow for what anthropologists call ecstasy, from the Greek ekstasis, meaning "standing outside oneself." The archaic techniques of promoting spiritual ecstasy, which remain central to religious healing traditions around the world, now also have contemporary analogues in virtual worlds found on the internet. In this innovative book, Jeffrey G. Snodgrass argues that avatars allow for the ecstatic projection of consciousness into alternate realities, potentially providing both the spiritually possessed and gamers access to superior secondary identities with elevated social standing. Even if only temporary, self-transformations of these kinds can help reduce psychosocial stress and positively improve health and well-being.Jeffrey G. Snodgrass is Professor of Anthropology at Colorado State University.Armanc Yildiz is a doctoral candidate in Social Anthropology with a secondary field in Studies in Women, Gender and Sexuality at Harvard University. He is also the founder of Academics Write, where he supports scholars in their writing projects as a writing coach and developmental editor. Learn more about your ad choices. Visit megaphone.fm/adchoices

Mar 27, 2023 • 1h 3min
Larisa Grollemond and Bryan C. Keene, "The Fantasy of the Middle Ages: An Epic Journey through Imaginary Medieval Worlds" (Getty, 2022)
This abundantly illustrated book is an illuminating exploration of the impact of medieval imagery on three hundred years of visual culture.From the soaring castles of Sleeping Beauty to the bloody battles of Game of Thrones, from Middle-earth in The Lord of the Rings to mythical beasts in Dungeons & Dragons, and from Medieval Times to the Renaissance Faire, the Middle Ages have inspired artists, playwrights, filmmakers, gamers, and writers for centuries. Indeed, no other historical era has captured the imaginations of so many creators.The Fantasy of the Middle Ages: An Epic Journey Through Imaginary Medieval Worlds (J. Paul Getty Museum, 2022) aims to uncover the many reasons why the Middle Ages have proven so applicable to a variety of modern moments from the eighteenth through the twenty-first century. These “medieval” worlds are often the perfect ground for exploring contemporary cultural concerns and anxieties, saying much more about the time and place in which they were created than they do about the actual conditions of the medieval period. With over 140 color illustrations, from sources ranging from thirteenth-century illuminated manuscripts to contemporary films and video games, and a preface by Game of Thrones costume designer Michele Clapton, The Fantasy of the Middle Ages will surprise and delight both enthusiasts and scholars.This title is published to accompany an exhibition on view at the J. Paul Getty Museum at the Getty Center from June 21 to September 11, 2022.Larisa Grollemond is the assistant curator of manuscripts at the J. Paul Getty Museum. She received her Ph.D. in art history from the University of Pennsylvania and was a contributing editor for Book of Beasts: The Bestiary in the Medieval World (Getty Publications, 2019).Bryan C. Keene (he/él/they/elle) is assistant professor of art history at Riverside City College and a former associate curator of manuscripts at the J. Paul Getty Museum. He specializes in codex cultures of the global Middle Ages and fantasy medievalisms. He holds a Ph.D. from the Courtauld Institute of Art, at the University of London.Evan Zarkadas (MA) is an independent scholar of European and Medieval history and an educator. He received his master’s in history from the University of Maine focusing on Medieval Europe, the Eastern Mediterranean, medieval identity, and ethnicity during the late Middle Ages. Learn more about your ad choices. Visit megaphone.fm/adchoices

Mar 26, 2023 • 36min
Felix Zimmermann, "Virtual Realities: Atmospheric Experience of the Past in Digital Games (Büchner-Verlag, 2023)
Today I talked to Felix Zimmermann about his book Virtual Realities: Atmospheric Experience of the Past in Digital Games (Virtuelle Wirklichkeiten: Atmosphärisches Vergangenheitserleben im Digitalen Spiel (Büchner-Verlag, 2023)Atmospheres are everywhere: at the workplace, in the soccer stadium, in front of the crackling fireplace. They shape our everyday language and have become quite natural expressions of how we find ourselves in certain environments and how we feel about them. Their influence is far-reaching: aesthetic atmospheres are closely linked to a contemporary experience-oriented historical culture whose products and practices claim to establish an immediate contact with the past.With 'Vergangenheitsatmosphären' Felix Zimmermann offers for the first time a term to adequately describe this striving for immediacy. Using in-depth analyses of the digital games Anno 1800 (2019), Assassin's Creed Syndicate (2015), and Dishonored: The Mask of Wrath (2012), the concept is contoured and the productivity of atmospheric research trained on theories and methods of public history, game studies, and phenomenology is demonstrated.Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices

Mar 16, 2023 • 49min
Mary Flanagan and Mikael Jakobsson, "Playing Oppression: The Legacy of Conquest and Empire in Colonialist Board Games" (MIT Press, 2023)
Playing Oppression: The Legacy of Conquest and Empire in Colonialist Board Games (MIT Press, 2023) by Dr. Mary Flanagan & Dr. Mikael Jakobsson is a striking analysis of popular board games' roots in imperialist reasoning—and why the future of play depends on reckoning with it.Board games conjure up images of innocuously enriching entertainment: family game nights, childhood pastimes, cooperative board games centered around resource management and strategic play. Yet in Playing Oppression, Dr. Flanagan and Dr. Jakobsson apply the incisive frameworks of postcolonial theory to a broad historical survey of board games to show how these seemingly benign entertainments reinforce the logic of imperialism.Through this lens, the commercialized version of Snakes and Ladders takes shape as the British Empire's distortion of Gyan Chaupar (an Indian game of spiritual knowledge), and early twentieth-century “trading games” that fêted French colonialism are exposed for how they conveniently sanitized its brutality while also relying on crudely racist imagery. These games' most explicitly abhorrent features may no longer be visible, but their legacy still lingers in the contemporary Eurogame tendency to exalt (and incentivize) cycles of exploration, expansion, exploitation, and extermination.An essential addition to any player's bookshelf, Playing Oppression deftly analyzes this insidious violence and proposes a path forward with board games that challenge colonialist thinking and embrace a much broader cultural imagination.This interview was conducted by Dr. Miranda Melcher whose doctoral work focused 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/adchoices

Mar 12, 2023 • 47min
Stefano Gualeni and Riccardo Fassone, "Fictional Games: A Philosophy of Worldbuilding and Imaginary Play" (Bloomsbury, 2023)
What role do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the reader will never watch or play? Combining perspectives from philosophy, literature and game studies, Fictional Games: A Philosophy of Worldbuilding and Imaginary Play (Bloomsbury, 2023) provides the first in-depth investigation into the significance of games in fictional worlds. With examples from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce four key functions that different types of imaginary games have in worldbuilding. First, fictional games can emphasize the dominant values and ideologies of the fictional society they belong to. Second, some games function as critical, utopian tools, inspiring shifts in the thinking and political orientation of the fictional characters. Third, imaginary games, especially those with a magical component, are conducive to the transcendence of a particular form of being, such as the overcoming of human corporeality. And fourth, fictional games can deceptively blur the boundaries between the contingency of play and the irrevocable seriousness of "real life", either camouflaging life as a game or disguising a game as something with more permanent consequences. With illustrations in every chapter, bringing the imaginary games to life, Gualeni and Fassone creatively inspire us to consider fictional games anew: not as moments of playful reprieve in a storyline, but as significant and multi-layered rhetorical devices.Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices

Mar 8, 2023 • 1h 2min
Miguel Sicart, "Playing Software: Homo Ludens in Computational Culture" (MIT Press, 2023)
The play element at the heart of our interactions with computers—and how it drives the best and the worst manifestations of the information age.Whether we interact with video games or spreadsheets or social media, playing with software shapes every facet of our lives. In Playing Software: Homo Ludens in Computational Culture (MIT Press, 2023), Miguel Sicart delves into why we play with computers, how that play shapes culture and society, and the threat posed by malefactors using play to weaponize everything from conspiracy theories to extractive capitalism. Starting from the controversial idea that software is an essential agent in the information age, Sicart considers our culture in general—and our way of thinking about and creating digital technology in particular—as a consequence of interacting with software's agency through play.As Sicart shows, playing shapes software agency. In turn, software shapes our agency as we adapt and relate to it through play. That play drives the creation of new cultural, social, and political forms. Sicart also reveals the role of make-believe in driving our playful engagement with the digital sphere. From there, he discusses the cybernetic theory of digital play and what we can learn from combining it with the idea that playfulness can mean pleasurable interaction with human and nonhuman agents inside the boundaries of a computational system. Finally, he critiques the instrumentalization of play as a tool wielded by platform capitalism.Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices

Feb 19, 2023 • 1h 34min
Jacob Birken, "Video Games: Digital Image Cultures" (Verlag Klaus Wagenbach, 2022)
Let's plays are among the most popular genres on YouTube. The visual worlds of video games shape the worldviews of millions. Gaming is a hobby and a mass spectacle.For a long time, the history of video games was primarily one of technical progress: from pixelated figures in 2D to increasingly convincing illusions of reality in games like Control. At the same time, independent game worlds emerge, such as in the expressionist dystopia Disco Elysium. In Video Games: Digital Image Cultures (Videospiele: Digitale Bildkulturen), Jacob Birken vividly analyzes the different types and generations of games, provides insights into the interaction of hardware and software, and shows how newer video games stylistically reference the past of their own medium. But does this also revive the unfulfilled promises of the future of the information society?Jacob Birken writes and researches on the history, aesthetics, and theory of media technologies. In 2018, he published "The California Institution" on the 1906 San Francisco earthquake. He currently works at the University of Cologne.Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices

Feb 7, 2023 • 51min
Jeremiah McCall, "Gaming the Past: Using Video Games to Teach Secondary History" (Routledge, 2022)
Gaming the Past: Using Video Games to Teach Secondary History (Routledge, 2022) is a complete handbook to help pre-service teachers, current teachers, and teacher educators use historical video games in their classes to develop critical thinking skills. It focuses on practical information and specific examples for integrating critical thinking activities and assessments using video games into classes. Chapters cover the core parts of planning, designing, and implementing lessons and units based on historical video games.Topics include:
Talking to administrators, parents, and students about the educational value of teaching with historical video games.
Selecting games that are aligned to curricular goals by considering the genres of historical games.
Planning and implementing game-based history lessons ranging from whole class exercises, to individual gameplay, to analysis in groups.
Employing instructional strategies to help students learn to play and engage in higher level analysis
Identifying and avoiding common pitfalls when incorporating games into the history class.
Developing activities and assessments that facilitate interpreting and creating established and new media.
Gaming the Past also includes sample unit and lesson plans, worksheets and assessment questions, and a list of historical games currently available, both commercial and freely available Internet games.Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices

Jan 14, 2023 • 24min
Jeffrey Carpenter and Andrea Robbett, "Game Theory and Behavior" (MIT Press, 2022)
Jeffrey Carpenter and Andrea Robbett's book Game Theory and Behavior (MIT Press, 2022) is an introduction to game theory that offers not only theoretical tools but also the intuition and behavioral insights to apply these tools to real-world situations. This introductory text on game theory provides students with both the theoretical tools to analyze situations through the logic of game theory and the intuition and behavioral insights to apply these tools to real-world situations. It is unique among game theory texts in offering a clear, formal introduction to standard game theory while incorporating evidence from experimental data and introducing recent behavioral models. Students will not only learn about incentives, how to represent situations as games, and what agents “should” do in these situations, but they will also be presented with evidence that either confirms the theoretical assumptions or suggests a way in which the theory might be updated.Jeffrey Carpenter is the James Jermain Professor of Political Economy at Middlebury College. His research interests include Experimental and Behavioral Economics with applications to Labor, Public and Development Economics. While pursuing these interests he has conducted lab and field experiments in North America, South America, Europe and Asia.Andrea Robbett is an Associate Professor of Economics at Middlebury College. Her research uses laboratory experiments to test canonical theoretical models, new ideas, and conventional wisdom. Her work has addressed topics in public economics, labor, voting, information avoidance, financial decision-making and "attribute overload," trust and cooperation, and auctions.Peter Lorentzen is economics professor at the University of San Francisco. He heads USF's Applied Economics Master's program, which focuses on the digital economy. His research is mainly on China's political economy. Learn more about your ad choices. Visit megaphone.fm/adchoices

Jan 14, 2023 • 46min
Christopher Bartel, "Video Games, Violence, and the Ethics of Fantasy: Killing Time" (Bloomsbury, 2020)
Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral acts. But should players worry about the morality of their virtual actions? A common argument is that games offer merely the virtual representation of violence. No one is actually harmed by committing a violent act in a game. So, it cannot be morally wrong to perform such acts. While this is an intuitive argument, it does not resolve the issue.Focusing on why individual players are motivated to entertain immoral and violent fantasies, Christopher Bartel's book Video Games, Violence, and the Ethics of Fantasy: Killing Time (Bloomsbury, 2020) advances debates about the ethical criticism of art, not only by shining light on the interesting and under-examined case of virtual fantasies, but also by its novel application of a virtue ethical account. Video games are works of fiction that enable players to entertain a fantasy. So, a full understanding of the ethical criticism of video games must focus attention on why individual players are motivated to entertain immoral and violent fantasies.Video Games, Violence, and the Ethics of Fantasy engages with debates and critical discussions of games in both the popular media and recent work in philosophy, psychology, media studies, and game studies.Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices