『New Books in Game Studies』のカバーアート

New Books in Game Studies

New Books in Game Studies

著者: 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 SF アート 文学史・文学批評
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  • Amy Thomas, "Copyright, Contract, and Video Games: Terms of Play" (Hart Publishing, 2026)
    2026/05/29
    Copyright, Contract, and Video Games: Terms of Play (Hart Publishing, 2026) uncovers how video game contracts act as monologues of power, moulding players to align with proprietary ideologies. In the era of interactive technologies, the player emerges as a vital yet curiously overlooked figure. While copyright law governs the creation and distribution of these technologies, it sidesteps the player, leaving private contracts to define their role and obligations. Using video games as a case study, this book fills the gap left by copyright law, offering an innovative socio-legal methodology to interrogate and challenge harmful contractual norms. By analysing contracts as a form of critical discourse, the book exposes the contradictions and idealisations embedded in these agreements, which often serve to reinforce industry priorities. It is an essential resource for scholars in intellectual property law, video game studies, and socio-legal research, contributing to pressing debates on user rights and the shifting balance of power in interactive industries. With its fresh perspective on the interplay of copyright, contract, and cultural participation, the book redefines the player's role in a rapidly evolving digital landscape, offering new tools to understand and critique the legal frameworks shaping this most interactive of industries. Amy Thomas is Lecturer in Intellectual Property and Information Law at the University of Glasgow, UK. 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 University of Applied Sciences Neu-Ulm, 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
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    28 分
  • Stephanie Farnsworth, "Games That Haunt Us: Gothic Game Space as a Living Nightmare" (Bloomsbury, 2026)
    2026/04/28
    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 分
  • Heather Shay, "Identity Building Among Role-Playing Gamers: Slaying Goblins in the Real World" (Bloomsbury, 2025)
    2026/04/27
    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 分
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