166 afleveringen
Designing Historical Games for Classrooms: A Practical Guide for Educators with Jeremiah McCall (Routledge, 2026)
20-10-2026 | 33 Min.Designing Historical Games for Classrooms: A Practical Guide for Educators (Routledge, 2026) is a complete introductory guide for designing analog games and interactive choice‑based historical texts for history classes. It is designed to support educators who want to design games or who want to guide and assess student game‑making projects in history class.
The chapters in this book lead the educator designer through a range of topics, including the core features of historical games, the educational power of using historical games to study history, and the role of playing and designing analog games and choice‑based texts in the classroom. It also shows how to design historical analog games (such as boardgames, card games, roleplaying games, and choice-based historical text games designed with Twine) using the Historical Problem
Space Framework as a practical design guide to structure, teach, guide, manage, and assess student‑designed historical game projects, both analog games and choice‑based texts. This book provides sample plans, guidelines, and rubrics for fully implementing student‑designed historical game projects, and detailed examples throughout this text—from tabletop and choice‑based text games—provide practical help for teachers and students.
This applied guidebook will be essential reading for pre‑service and in‑service teachers of Social Studies and History Education. It is a guide for any educator who is looking to design historical games for classroom learning or have their students engage in the critical learning of historical game design.
Rudolf Thomas Inderst (*1978) enjoys video games since the early 1980s. 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 three PhDs in game studies (LMU Munich, University of Passau & University of Vechta). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm HNU, 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.
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16-10-2026 | 40 Min.First released in 1974, Dungeons & Dragons revolutionized game design and interactive media by allowing players to create and perform their own fictional characters in a fantasy world as expansive as their imaginations would allow. That freedom, and the rules that governed it, weren’t a creative coincidence. In How Dungeons & Dragons Changed the Way We Play (Duke University Press, 2026), Dr. Aaron Trammell excavates the game as an artifact of a burgeoning counterculture obsessed with individualism as well as quantification. Mapping the world onto a grid, building characters whose every trait is assigned a point value, and advancing the game’s narrative through dice throws—countless core mechanics are tied to numbers.
Putting the game design of D&D into dialogue with the social and political tensions of the 1970s and 80s, Dr. Trammell illuminates how the integrated quantification in the game design led to reductionism, reinforced oppressive gender and racial norms, and accustomed generations of players to the bigoted, xenophobic mores of the Cold War era. He delivers a history of both how games can shape players and how players, united by their own shared values, can shape games in turn.
Aaron Trammell is Professor of Informatics at the University of California, Irvine, author of The Privilege of Play and Repairing Play, and senior editor of Analog Game Studies.
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.
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05-10-2026 | 36 Min.A geopolitical and legal history of the bestselling videogame Tetris—the stunningly successful game that began in a Soviet research lab monitored by the KGB. Tetris—the game that would take the world by storm—was formally introduced to the West in 1987, at a time when Soviet technology exports were minimal and the Berlin Wall was still standing strong. Far from being a capitalist cultural product, the game had actually been designed in a Soviet computer lab tightly monitored by the KGB, at a time when Ronald Reagan referred to the USSR as the “evil empire.” So, how did Tetris jump the wall to become such a blockbuster? And why does a US company, The Tetris Company (TTC), now own the game, when it was the property of Mother Russia? Why has TTC been able to monopolize both the shape of the pieces which predated Tetris and the very concept of an electronic puzzle game with falling pieces, which flies in the face of traditional copyright law? Why and how have Soviet socialists morphed into hardcore capitalists? In Soviet Blocks: The Bizarre Puzzle of How Tetris Embraced Western Values (MIT Press, 2026), Julien Mailland answers these questions and more, explaining the fascinating history of Tetris’ commercial success as a story of two systems radically opposed in histories, cultures, economics, and politics.
Rudolf Thomas Inderst (*1978) enjoys video games since the early 1980s. 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 three PhDs in game studies (LMU Munich, University of Passau & University of Vechta). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm HNU, 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.
Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.The Player and the Played: From Gamed Capitalism to 21st-Century Fascism with Max Haiven (MIT Press, 2026)
28-09-2026 | 58 Min.A provocative examination of the ways our economy has been rigged by financialization, and the importance of games to our dangerous political moment. In an age when capitalism feels like an unwinnable game, extreme reactionary ideas and politics are on the rise. The Hunger Games, Game of Thrones, Squid Game and much of reality TV are cultural reflections of a society of relentless, lonely competition, where each of us must become a player: a savvy risk-taker, a miniature corporation of one. But in a gamed economy we players feel played, and new forms of fascism promise harsh justice and revenge. This book theorizes the connections between the financialization of the capitalist economy, the gamification of our lives, and the rising threat of a uniquely twenty-first century form of fascistic politics. From vicious online swarmings to the QAnon conspiracy fantasy, from the siege of the US Capitol to the abuse of “free speech,” The Player and the Played: From Gamed Capitalism to 21st-Century Fascism with Max Haiven (MIT Press, 2026) analyzes the “playgrom” as a new form of extremist violence. Max Haiven explores how “derivative fascisms” both repeat and reinvent the terrors of the past in a financialized form. How have we learned to love the cheats who have power but loathe the cheats without it? It unpacks the worldbuilding (and world-destroying) urge of Silicon Valley. And it poses the urgent question: what is the antifascist game?
Rudolf Thomas Inderst (*1978) enjoys video games since the early 1980s. 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 three PhDs in game studies (LMU Munich, University of Passau & University of Vechta). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm HNU, 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.
Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.David I. Waddington, "The Hidden Curriculum of Video Games" (McGill-Queen's UP, 2026)
22-07-2026 | 40 Min.Despite decades of inflammatory rhetoric, the real risk of video games lies not in their violent imagery but in the ethical and political sensibilities they normalize. Video games reward speed, efficiency, control, and meritocratic mastery, training players to align with a technolibertarian worldview - one that celebrates individual will, technological power, and skepticism toward collective forms of governance. Rather than asking whether games produce violent individuals, we might more productively ask how they contribute to a commitment to radical capitalism and a belief in highly individualistic worldviews. In this unsettling work David Waddington traces the philosophical roots of technolibertarianism, founded on faith in technological progress and personal freedom. He identifies a darker turn in this thinking, animated by the ideals of Ayn Rand and her archetype of the "tech hero of capitalism." Many games, Waddington argues, invite players to inhabit this archetype, treating mastery, control, and relentless striving as moral virtues. While educational research often praises games for motivating students and fostering problem-solving, Waddington asks a deeper question: What kinds of people do games help us become? Drawing on Martin Heidegger and other thinkers, he explores whether gameplay expands human possibility or narrows it by habituating players to efficient yet restrictive systems. The Hidden Curriculum of Video Games (McGill-Queen's UP, 2026) critiques mainstream game design and educational technology, offering hopeful alternatives and examining reflective games that resist dominant gameplay logics. Written with clarity, passion, and philosophical depth, this thought-provoking work opens new horizons on technology, education, and the moral imagination of play.
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.
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