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New Books in Game Studies

New Books in Game Studies

Written by: New Books Network
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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 Art Science Fiction
Episodes
  • Stephanie Farnsworth, "Games That Haunt Us: Gothic Game Space as a Living Nightmare" (Bloomsbury, 2026)
    Apr 28 2026
    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 interrogate an area of substantial importance to contemporary games, with a focus on environments, bodies, and defining the Gothic in games. The Gothic, both as a literary and videogame genre has increased in prominence amongst literature, media, and culture scholars globally, as games studies becomes a more recognized and exciting field of study and as Gothic scholars find new ways to apply their works across emerging mediums. But why have Gothic games risen in popularity since 2010? What do players feel when they play these games? Why are themes surrounding fraught identities, mourning, and monstrosity gaining so much attention? Games That Haunt Us investigates the very nature of the Gothic and how video games provide new ways of connecting with the genre. The scholars in this collection look at why Gothic games are having their moment of popularity, the unsettling themes they evoke in unstable times, why we are fascinated with death and decay, theories surrounding body horror, and how games transform avatars and ourselves. Games That Haunt Us is arranged into three sequential themes: what makes a Gothic game; Gothic environments in game space; and how Gothic bodies are approached and utilized in ludonarratives. 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, 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
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    22 mins
  • Heather Shay, "Identity Building Among Role-Playing Gamers: Slaying Goblins in the Real World" (Bloomsbury, 2025)
    Apr 27 2026
    In Identity Building Among Role-Playing Gamers: Slaying Goblins in the Real World (Bloomsbury 2025), Heather Shay draws from 19 months of participant-observation and 20 in-depth interviews with players. She found that gamers derive significant social and psychological benefits from table-top role-playing games-not least in that players often feel the hobby makes them better people. Playing these games allow players to depict themselves as good, moral actors through their in-game actions as well as by making the game enjoyable for their fellow players in real life. Table-top role-playing games also serve a psychological function by allowing participants to take imaginary risks with their characters, which in turn make them feel more alive than their everyday experiences allow them to. As they pretend to be fictional characters in fictional worlds, players use these games to create identities that make their lives more meaningful. Michael O. Johnston, Ph.D., is an Associate Professor of Sociology at William Penn University, where he focuses on the cultural and interpretive analysis of space, behavior, and identity. His work examines how built and designed environments shape social interaction, networks, and morality in everyday life across a range of settings. He is the author of The Social Construction of a Cultural Spectacle: Floatzilla (Lexington Books, 2023), Community Media Representations of Place and Identity at Tug Fest: Reconstructing the Mississippi River (Lexington Books, 2022), and his most recent book Smalltown Urban: Performing the City in Rural America (Bloomsbury, under contract). His current research advances several interconnected projects, including the study of escape rooms as emotion-structured environments, the production of temporary urbanism in rural historic towns, and the ways students experience “hanging out” and feeling at home in higher education. He is also developing new work on the social organization and cultural meaning of rodeo. More broadly, his scholarship is united by an interest in how people actively produce meaning, attachment, and identity within specific spatial and temporal contexts. To learn more about his work, visit his personal website or Google Scholar, connect with him on Bluesky (@professorjohnst.bsky.social) or X (@ProfessorJohnst), or reach out directly via email (johnstonmo@wmpenn.edu). Learn more about your ad choices. Visit megaphone.fm/adchoices
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    48 mins
  • Michał Mycka, "Games User Research Cookbook: Tools and Techniques for Better Player Experience" (CRC Press, 2026)
    Apr 19 2026
    This book offers a comprehensive and practical guide to Games User Research (GUR). Blending theory and hands-on experience, it walks readers through methods, tools, and techniques tailored to the real-world constraints of small and medium-sized game development studios to support them in delivering better player experiences. The book is divided into three parts. Part one introduces core concepts to game development, and explores gameplay experience, together with factors that influence player behaviour and decisions. The part ends by exploring the games user researcher's role and its common challenges. Next, part two presents readers with a 10-step end-to-end research process for a single study. From understanding stakeholders, designing methods, through recruiting participants, moderating sessions and analysing results, to delivering actionable insights. It provides guidance, real-life examples, and templates for integrating research in the game development practices, even when the budget and timeline are tight. Finally, part three provide readers with ready-to-use "recipes" for 10 research methods covering every phase of the game production cycle. Each recipe includes practical tips, pitfalls to avoid, and actual report excerpts. Whether you're an indie developer wanting to better understand your players, UX designer or researcher moving from application software to the world of games, this book will provide you with all the information on how to use research to gain the insights needed to create better player experiences. 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, 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
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    30 mins
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