New Books in Game Studies Podcast Por New Books Network arte de portada

New Books in Game Studies

New Books in Game Studies

De: New Books Network
Escúchala gratis

This podcast is a channel on the New Books Network. The New Books Network is an academic audio library dedicated to public education. In each episode you will hear scholars discuss their recently published research with another expert in their field. Discover our 150+ channels and browse our 28,000+ episodes on our website: ⁠newbooksnetwork.com⁠ Subscribe to our free weekly Substack newsletter to get informative, engaging content straight to your inbox: ⁠https://newbooksnetwork.substack.com/⁠ Follow us on Instagram and Bluesky to learn about more our latest interviews: @newbooksnetworkNew Books Network Arte Ciencia Ficción Historia y Crítica Literaria
Episodios
  • Charlotte Reber, "Dragon Age II" (Boss Fight Books, 2026)
    Feb 20 2026
    Rushed through development in just a year to capitalize on the runaway success of its predecessor, Dragon Age II's writing team had only a few months to write an entire game before handing it off to voice acting and development. The result was an often ramshackle sequel featuring a smaller world, fewer companions, and repetitive quests—as well as some of the best characters, dialogue, and storytelling Bioware has ever put to screen. Based on new interviews with DA2 writers David Gaider, Jennifer Hepler, Lukas Kristjanson, as well as editor Karin Weekes, author Charlotte Reber tells the wild behind-the-scenes story of how a team at the top of their game made the best of an impossible assignment to create the series’s first fully voiced protagonist, its charmingly unreliable narrator, and a crew of unforgettable party members to bother, befriend, and romance. From DA2’s inception to its mishandled marketing campaign to its volatile reactions from players, Reber’s book raises a mug of ale to the game that was—and the game that might have been. Charlotte Reber is a fiction writer and gamer with a fascination for telling stories and playing games in unusual ways. She has a handful of degrees in creative writing and children's literature from Wellesley College and Simmons University, and lives in Vermont with her family, several cats, and a suspiciously low number of dragons. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices
    Más Menos
    20 m
  • Raiford Guins, "King PONG: How Atari Bounced Across Markets to Make Millions" (MIT Press, 2026)
    Feb 20 2026
    PONG is one of the longest- and most consistently circulating video games. Released in 1972, it remains at our fingertips as Android or iOS app, hosted at freepong.org and the Internet Archive, and even released as A Tiny Game of Pong for the Apple Watch. Despite its simplicity and ubiquity, Atari’s PONG encapsulates far more than the history of a video game and an iconic game company. King PONG: How Atari Bounced Across Markets to Make Millions (MIT Press, 2026) is the first book dedicated to an unassuming game that changed the world. Through the prisms of product positioning, market development, and category creation, Professor Raiford Guins answers the question of why Atari’s inaugural product succeeded and why it endures.The author of Game After and Atari Design, and an excavator of the “Atari landfill” in New Mexico, Professor Guins brings us a unique history that reconsiders the launch of Atari’s PONG through the lens of the company’s business practices. He follows the young Silicon Valley startup from its early days of positioning its new product within the existing coin-op amusement industry to its establishment of a consumer industry for home video games—a story of remarkable market development innovation. Written with a passion for video games and a historian’s insight, the book animates the business exploits of one of the fastest growing and most influential companies ever. This interview was conducted by Dr. Miranda Melcher whose book focuses on post-conflict military integration, understanding treaty negotiation and implementation in civil war contexts, with qualitative analysis of the Angolan and Mozambican civil wars. You can find Miranda’s interviews on New Books with Miranda Melcher, wherever you get your podcasts. Learn more about your ad choices. Visit megaphone.fm/adchoices
    Más Menos
    1 h y 15 m
  • Rob Gallagher, "Artgames after GamerGate" (Palgrave Macmillan, 2025)
    Feb 6 2026
    Videogame culture is obsessed with development. But gaming is still widely associated with wasted time, squandered potential and backwards attitudes. Even as the average gamer grows older, the medium remains dogged by the same old question: when will videogames grow up? The Gamergate movement lent this question renewed urgency, launching attacks on feminists and “social justice warriors” that have come to be seen as a catalyst for the emergence of the alt-right and election of Donald Trump. Artgames after GamerGate (Palgrave Macmillan, 2025) explores how makers of independent and experimental videogames responded to Gamergate and its aftermath. Analysing key titles released between 2015 and 2018, it shows how artgame designers used assets, characters and mechanics scavenged from classic franchises like Zelda, Street Fighter and Sonic the Hedgehog to review gaming's history, reframe their own biographies and link gaming’s growing pains to a broader sense of disorientation, disillusionment and decline in American culture. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, and is editor of the weekly cost-free game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices
    Más Menos
    27 m
Todavía no hay opiniones