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New Books in Game Studies

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Jan 13, 2023 • 59min

Harald Koberg, "Free Play: Digital Gaming and the Longing for Effectiveness" (Büchner-Verlag, 2021)

What needs are satisfied in digital gaming? And what does the shift of these need satisfactions into the digital space say about the social realities in which they are embedded?Harald Koberg lets gamers themselves have their say and follows their traces of the described fascinations and passions in his latest book Free Play: Digital Gaming and the Longing for Effectiveness (Freies Spiel: Digitales Spielen und die Sehnsucht nach Wirkmächtigkeit). The answers found aim at experiences of efficacy: digital games and the communication spaces around them offer particular opportunities to experience one's own decisions and actions as relevant and effective. It is not only about narrated stories and interactions with the game, but also about the rules and limits of communication, spaces of unfolding, self-dramatization, and norm-setting.Using the examples of adolescent search for free spaces, insecure masculinity, and achievement society overload, Harald Koberg shows why critique of the medium of video games must focus on people and how much can be determined about larger social contexts along the way.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
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Dec 17, 2022 • 42min

Kelly I. Aliano, "The Performance of Video Games: Enacting Identity, History and Culture Through Play" (McFarland, 2022)

When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding.Centering the author's own experiences as both video game player and performance scholar, The Performance of Video Games: Enacting Identity, History and Culture Through Play (McFarland, 2022) thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self.Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.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
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Dec 4, 2022 • 53min

Melissa Kagen, "Wandering Games" (MIT Press, 2022)

In Wandering Games (MIT Press, 2022), Melissa Kagen analyzes wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death. Wandering in games can be a theme, a formal mode, an aesthetic metaphor, or a player action. It can mean walking, escaping, traversing, meandering, or returning. Kagen introduces the concept of “wandering games,” exploring the uses of wandering in a variety of game worlds. She shows how the much-derided Walking Simulator—a term that began as an insult, a denigration of games that are less violent, less task-oriented, or less difficult to complete—semi-accidentally tapped into something brilliant: the vast heritage and intellectual history of the concept of walking in fiction, philosophy, pilgrimage, performance, and protest. Kagen examines wandering in a series of games that vary widely in terms of genre, mechanics, themes, player base, studio size, and funding, giving close readings to Return of the Obra Dinn, Eastshade, Ritual of the Moon, 80 Days, Heaven’s Vault, Death Stranding, and The Last of Us Part II. Exploring the connotations of wandering within these different game worlds, she considers how ideologies of work, gender, colonialism, and death inflect the ways we wander through digital spaces. Overlapping and intersecting, each provides a multifaceted lens through which to understand what wandering does, lacks, implies, and offers. Kagen’s account will attune game designers, players, and scholars to the myriad possibilities of the wandering ludic body.Rebekah Buchanan is a Professor of English and Director of English Education at Western Illinois University. Her research focuses on feminism, activism, and literacy practices in youth culture, specifically through zines and music. Learn more about your ad choices. Visit megaphone.fm/adchoices
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Dec 4, 2022 • 46min

Robert Houghton, "Teaching the Middle Ages through Modern Games: Using, Modding and Creating Games for Education and Impact" (de Gruyter, 2022)

Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress.The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool.Teaching the Middle Ages through Modern Games: Using, Modding and Creating Games for Education and Impact (de Gruyter, 2022), edited by Robert Houghton, presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, Teaching the Middle Ages through Modern Games is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.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
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Nov 11, 2022 • 1h 4min

Adam Crowley, "Representations of Poverty in Videogames" (Palgrave MacMillan, 2022)

Adam Crowley's book Representations of Poverty in Videogames (Palgrave MacMillan, 2022) argues that digital games address contemporary, middle-class anxieties about poverty in the United States. The early chapters consider gaming as a modern form of slumming and explore the ways in which titles like The Elder Scrolls V: Skyrim and World of Warcraft thematize poverty.The argument turns to the field of literary studies to identify analytical frameworks for addressing and understanding these themes. Throughout, the book considers how the academic area of inquiry known as game studies has developed over time, and makes use of such scholarship to present, frame, and value its major claims and findings.In its conclusion, the book models how poverty themes might be identified and associated for the purpose of gaining greater insights into how games can shape, and also be shaped by, the player’s economic expectations.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
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Oct 26, 2022 • 54min

Andrei Nae, "Immersion, Narrative, and Gender Crisis in Survival Horror Video Games" (Routledge, 2021)

Andrei Nae's book Immersion, Narrative, and Gender Crisis in Survival Horror Video Games (Routledge, 2021) investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context.In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics.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
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Oct 25, 2022 • 45min

Adrian Hon, "You've Been Played: How Corporations, Governments, and Schools Use Games to Control Us All" (Basic Books, 2022)

Warehouse workers pack boxes while a virtual dragon races across their screen. If they beat their colleagues, they get an award. If not, they can be fired. Uber presents exhausted drivers with challenges to keep them driving. China scores its citizens so they behave well, and games with in-app purchases use achievements to empty your wallet.Points, badges, and leaderboards are creeping into every aspect of modern life. In You’ve Been Played, game designer Adrian Hon delivers a blistering takedown of how corporations, schools, and governments use games and gamification as tools for profit and coercion. These are games that we often have no choice but to play, where losing has heavy penalties. You’ve Been Played is a scathing indictment of a tech-driven world that wants to convince us that misery is fun, and a call to arms for anyone who hopes to preserve their dignity and autonomy.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
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Oct 11, 2022 • 31min

Christopher Lukman, "Control Machines: Toward a Dispositive Theory of Computer Games" (Lit Verlag, 2022)

Today I talked to Christopher Lukman about his new book Control Machines: Toward a Dispositive Theory of Computer Games (Lit Verlag, 2022).In light of its immense popularity, a critical examination of the medium of the videogame is due. This particular anthology – Control Machines. Computergames and the theory of the dispositifs – works on a theory of the 'dispositif' of the videogame and is thus dedicated to the connections between knowledge and power.The medium of the videogame is looked at in its complicity with neoliberalism and the control society as well as in its media-technological conditionality and its qualities of self-reflection and self-criticism.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
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Oct 10, 2022 • 1h 14min

How to Play Poker Like the Pros: A Conversation with Jonathan Little

At the age of 18, Jonathan Little opened an online poker account with a $50 deposit. By age 21, he had about $350,000 in his account.In this episode of the Entrepreneurship and Leadership Podcast, Jonathan Little explains how he was able to parlay his poker hobby into a profession by keeping his expenses low and saving his winnings. This frugality allowed Jonathan to play in bigger games and maintain a margin of safety that has lasted his entire career. Now 37 years old, Jonathan continues to play poker professionally, recently ranking as high as the 24th best player in the world. He has written several books on poker strategy and teaches at https://pokercoaching.com. At first glance, poker and entrepreneurship might appear to be very different activities; however, seasoned pros like Jonathan show how poker at its highest level is akin to investing. Each hand is like an investment opportunity. Playing a great hand is like finding an asymmetric investment opportunity. With each win, you can choose to reinvest or take the profits. Both activities rely on the power of compounding and risk mitigation. And, perhaps most significantly, both poker and entrepreneurship require humility and patience in the face of constant uncertainty.Follow Jonathan Little at:https://twitter.com/PokerCoaching_https://twitter.com/JonathanLittlehttps://pokercoaching.com/homeAbout NBN:The NBN Entrepreneurship and Leadership podcast aims to educate, inform and entertain, sharing insights based on the personal stories of carefully selected guests—all in an informal atmosphere of unscripted conversations and open, personal accounts.Find links to past episodes here.About our Hosts:Kimon Fountoukidis:Kimon is the founder of both Argos Multilingual and PMR. He founded both companies in the mid-90s with zero capital, and both have gone on to become market leaders in their respective sectors. Kimon was born in New York and moved to Krakow, Poland in 1993. He is passionate about sharing his success with others and working entrepreneurs of all kinds to help them achieve their goals. Listen to his story here. Kimon's on Twitter here.Richard Lucas:Richard is a business and social entrepreneur who has founded or invested in more than 30 businesses, including Argos Multilingual, PMR and, in 2020, the New Books Network.Richard has been a TEDx event organiser for years, supports the pro-entrepreneurship ecosystem, and leads entrepreneurship workshops at all levels. He was born in Oxford and moved to Poland in 1991, where continues to invest in promising companies and helps other entrepreneurs realise their dreams. Listen to his story in an autobiographical TEDx talk here. Richard is on Twitter here. Learn more about your ad choices. Visit megaphone.fm/adchoices
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Oct 4, 2022 • 58min

C. Thi Nguyen, "Games: Agency as Art" (Oxford UP, 2020)

Games are a unique art form. Games work in the medium of agency. Game designers tell us who to be and what to care about during the game. Game designers sculpt alternate agencies, and game players submerge themselves in those alternate agencies. Thus, the fact that we play games demonstrates the fluidity of our own agency. We can throw ourselves, for a little while, into a different and temporary motivations.This volume presents a new theory of games which insists on their unique value. In Games: Agency as Art (Oxford UP, 2020), C. Thi Nguyen argues that games are an integral part our systems of communication and our art. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. When we play games, we can pursue a goal, not for its own value, but for the value of the struggle. Thus, playing games involves a motivational inversion from normal life. We adopt an interest in winning temporarily, so we can experience the beauty of the struggle. Games offer us a temporary experience of life under utterly clear values, in a world engineered to fit to our abilities and goals.Games also let us to experience forms of agency we might never have developed on our own. Games, it turns out, are a special technique for communication. They are a technology that lets us record and transmit forms of agency. Our games form a "library of agency" and we can explore that library to develop our autonomy. Games use temporary restrictions to force us into new postures of agency.Adam Bobeck is a PhD candidate in Cultural Anthropology at the University of Leipzig. His PhD is entitled “Object-Oriented Azadari: Shi’i Muslim Rituals and Ontology”. For more about his work, see www.adambobeck.com. Learn more about your ad choices. Visit megaphone.fm/adchoices

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