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New Books in Science, Technology, and Society

New Books Network
New Books in Science, Technology, and Society
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  • New Books in Science, Technology, and Society

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

    22-07-2026 | 42 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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  • New Books in Science, Technology, and Society

    Mark Crinson, "Aviationland: Heathrow and the Making of an Airport Landscape" (Yale UP, 2026)

    22-07-2026 | 1 u. 16 Min.
    Aviationland: Heathrow and the Making of an Airport Landscape
    (Yale University Press, 2026) by Professor Mark Crinson is the first
    critical study to examine how a major international airport takes shape
    on the ground, and what that means for the landscape around it. Focused
    on Heathrow airport, it traces how the area has been formed and reformed
    by overlapping systems of architecture, infrastructure and enclosure,
    from the common land of Hounslow Heath in the eighteenth century to the
    global transport hub of the present day. 

    The
    book explores the different forces that have shaped the airport’s
    environment: the remaking of landforms, the design of terminal
    buildings, and the surrounding sprawl of hotels, schools, factories, and
    business parks. At the same time, it shows how the Heathrow area has
    been moulded by wider shifts in energy, mobility, and the economy, and
    how the airport has in turn left a lasting mark on its surroundings,
    both materially and ecologically.

    Drawing on previously unpublished material, Aviationland
    includes close studies of key sites, as well as figures who shaped how
    we see the airport today, including Richard Rogers, Patrick Abercrombie,
    and J. G. Ballard. Bringing together architectural, landscape, and
    infrastructural histories that are seldom read in tandem, this volume
    makes the case for Heathrow as a distinctively modern landscape. The
    result is a nuanced account of how local places become entangled within
    global systems, and what happens when they do.

    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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  • New Books in Science, Technology, and Society

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

    21-07-2026 | 1 u. 2 Min.
    Contemporary digital gameplay is only accessible by navigating an
    ecosystem of interfaces that support its computational nature. Account
    logins, controllers, and an assortment of menus, settings, and other
    peripheral-to-gameplay elements support a range of practical and
    necessary functions that result from the transformation of gameplay into
    digital gameplay, as well as broader shifts toward an increasingly
    networked and data-driven world. The games industry has adopted
    usability testing on top of play testing to evaluate how these
    interfaces may influence the accessibility and success of their game
    software, but how embedding gameplay within webs of software, hardware,
    and platform infrastructures impacts the medium, players, and production
    has not yet been fully explored.

    In Thresholds of Digital Gameplay (MIT Press, 2025), Daniel
    Gardner demonstrates how a series of interfaces and other elements on
    the periphery of digital gameplay fundamentally alter the phenomena of
    gaming. This book examines non-gameplay-centered material or mechanical
    attachments that surround and enclose gameplay while directing or
    mediating our experience of it—for example, access controls, character
    configuration, and microtransactional storefronts.

    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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    Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society
  • New Books in Science, Technology, and Society

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

    20-07-2026 | 27 Min.
    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 from a single manufacturer afterwards. Due to its widespread use as well as its techni­cal features, the C64 has a huge international following—even to this day. The 19 contributions compiled in Commodore 64: Past, Present, and Future of a Home Computer (Projekt Verlag, 2026) illustrate the significance of the platform for the digitalization of society, the general public’s computer science knowledge, as well as digital art and culture—both in the past, present, and also in the future. Volume 5 of the »Computer Archaeology« series is partly based on the confer­ence of the same name held in 2024 at the University of Bonn and has here been supplemented with additional contributions from the fields of artificial intelli­gence, quantum computing, and digital humanities.

    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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    Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society
  • New Books in Science, Technology, and Society

    Hector Amaya, "The Economy of Anonymity: Power in the Age of Identification" (Stanford UP 2026)

    18-07-2026 | 56 Min.
    We use avatars to play video games. We use pseudonyms on social
    media. We use VPNs to mask our identities and activities. In the digital
    realm, anonymity is everywhere, a persistent option for those who wish
    to hide, experiment, and deceive. But we are anonymous in more contexts
    than the digital. In urban settings, we routinely experience the
    anonymity of the crowd, and routinely use anonymity to participate in
    political life and social protests. Anonymity matters. This book is a
    wager that we can learn much about society, humanity, and power by
    analyzing the structural tensions and possibilities of anonymity, and by
    analyzing how the economy of anonymity is changing in a modernity
    defined by computation.

    While many have explored the connections between surveillance,
    datafication, and privacy, relatively little has been done to theorize
    anonymity and its critical role in our lives. The Economy of Anonymity: Power in the Age of Identification (Stanford University Press, 2026) rebalances
    our intellectual investments by expanding our understandings of
    anonymity. Putting the work of Gloria Anzaldúa and Bernhard Siegert into
    conversation, Hector Amaya examines the contours of anonymity in
    different social domains—in relationship to individuals, institutions,
    and contexts; to epistemology and ontology; and to history and society.
    As the book shows, anonymity entails paradoxical possibilities—sometimes
    anonymity is experienced as freedom and other times as powerlessness,
    or subjugation.
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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: @newbooksnetwork Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society
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