Game Studies

Game Studies

episodes

Interviews with scholars of games and gaming about their new books. For more information about the Game Studies special series, please contact Rudolf Thomas Inderst at rudolf.inderst@googlemail.com.

David I. Waddington, "The Hidden Curriculum of Video Games" (McGill-Queen's UP, 2026)

July 22, 2026

The Hidden Curriculum of Video Games

David I. Waddington

Despite decades of inflammatory rhetoric, the real risk of video games lies not in their violent imagery but in the ethical and political sensibilitie…

Daniel L. Gardner, "Thresholds of Digital Gameplay" (MIT Press, 2025)

July 21, 2026

Thresholds of Digital Gameplay

Daniel L. Gardner

Contemporary digital gameplay is only accessible by navigating an ecosystem of interfaces that support its computational nature. Account logins, contr…

Stefan Höltgen et al., "Commodore 64: Past, Present, and Future of a Home Computer" (Projekt Verlag, 2026)

July 20, 2026

Commodore 64

Stefan Höltgen, Torsten Roeder, and Jens Schröter

The Commodore 64 is the most significant computer of its era. From 1982 to 1994, a total of 27 million units were sold—more than any other computer fro…

Rachael Renae, "Prioritize Play: Express Your Creativity, Boost Your Confidence, and Foster Deeper Connection" (Balance, 2026)

June 23, 2026

Prioritize Play

Rachael Renae
Hosted by Rebekah Buchanan

In Prioritize Play: Express Your Creativity, Boost Your Confidence, and Foster Deeper Connection (Balance, 2026), host of the Chaotic Creatives podcas…

Alexander Vandewalle, "Characters and Characterization in Mythological Video Games" (Bloomsbury, 2026)

June 18, 2026

Characters and Characterization in Mythological Video Games

Alexander Vandewalle

The first book-length study on mythology reception in video games, Characters and Characterization in Mythological Video Games (Bloomsbury, 2026) exam…

Aditya Deshbandhu, "The 21st Century in 100 Games" (Routledge, 2024)

June 9, 2026

The 21st Century in 100 Games

Aditya Deshbandhu
Hosted by Khadeeja Amenda

The 21st Century in 100 Games (Routledge India, 2024) is an interactive public history of the contemporary world. It creates a ludological retelling o…

Amy Thomas, "Copyright, Contract, and Video Games: Terms of Play" (Hart Publishing, 2026)

May 29, 2026

Copyright, Contract, and Video Games

Amy Thomas

Copyright, Contract, and Video Games: Terms of Play (Hart Publishing, 2026) uncovers how video game contracts act as monologues of power, moulding pla…

Stephanie Farnsworth, "Games That Haunt Us: Gothic Game Space as a Living Nightmare" (Bloomsbury, 2026)

April 28, 2026

Games That Haunt Us

Stephanie Farnsworth

Games That Haunt Us: Gothic Game Space as a Living Nightmare (Bloomsbury, 2026) is an examination of how the Gothic appears in game space to interroga…

Heather Shay, "Identity Building Among Role-Playing Gamers: Slaying Goblins in the Real World" (Bloomsbury, 2025)

April 27, 2026

Identity Building Among Role-Playing Gamers

Heather Shay
Hosted by Michael Johnston

In Identity Building Among Role-Playing Gamers: Slaying Goblins in the Real World (Bloomsbury 2025), Heather Shay draws from 19 months of participant…

Michał Mycka, "Games User Research Cookbook: Tools and Techniques for Better Player Experience" (CRC Press, 2026)

April 19, 2026

Games User Research Cookbook

Michał Mycka

This book offers a comprehensive and practical guide to Games User Research (GUR). Blending theory and hands-on experience, it walks readers through m…

Peter D. McDonald, "The Impossible Reversal: A History of How We Play" (U Minnesota Press, 2026)

April 11, 2026

The Impossible Reversal

Peter D. McDonald

Tracing the cultural history of play--from Fluxus to SimCity Games and gamified activities have become ubiquitous in many adults' lives, and play is w…

Carlin Wing, "Bounce: Balls, Walls, and Bodies in Games and Play" (MIT Press, 2026)

March 11, 2026

Bounce

Carlin Wing

Bounce: Balls, Walls, and Bodies in Games and Play (MIT Press, 2026) follows an array of bouncing balls through the histories of nonelectronic and ele…

Kaitlin Tremblay, "Life is Strange" (Boss Fight Books, 2026)

March 9, 2026

Life is Strange

Kaitlin Tremblay

Despite its time travel mechanics, high stakes, and pulpy murder plot, Don’t Nod Entertainment’s 2015 adventure game Life is Strange stood out from mo…

Victor Navarro-Remesal, "Zen and Slow Games" (MIT Press, 2026)

March 3, 2026

Zen and Slow Games

Victor Navarro-Remesal

A deep dive into the reflective modes of playfulness in video games. Slowness and reflectiveness have always been part of the video game medium, thoug…

Miguel Sicart, "Playing Software: Homo Ludens in Computational Culture" (MIT Press, 2023)

March 2, 2026

Playing Software

Miguel Sicart

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. Whet…

Raiford Guins, "King PONG: How Atari Bounced Across Markets to Make Millions" (MIT Press, 2026)

February 20, 2026

King PONG

Raiford Guins
Hosted by Miranda Melcher

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, hoste…

Charlotte Reber, "Dragon Age II" (Boss Fight Books, 2026)

February 20, 2026

Dragon Age II

Charlotte Reber

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 …

Rob Gallagher, "Artgames after GamerGate" (Palgrave Macmillan, 2025)

February 6, 2026

Artgames after GamerGate

Rob Gallagher

Videogame culture is obsessed with development. But gaming is still widely associated with wasted time, squandered potential and backwards attitudes. …

Federico Alvarez Igarzábal and Emmanuel Guardiola, "Video Games and Mental Health: Perspectives of Psychology and Game Design" (Transcript Publishing, 2024)

January 31, 2026

Video Games and Mental Health

Federico Alvarez Igarzábal and Emmanuel Guardiola

How do video games and mental health intersect from the perspectives of psychology and game design? In recent years, the topic of mental health has ga…

Chaim Gingold, "Building SimCity: How to Put the World in a Machine" (MIT Press, 2024)

December 15, 2025

Building SimCity

Chaim Gingold

Building SimCity explores the history of computer simulation by chronicling one of the most influential simulation games ever made: SimCity. As author…