1114 afleveringen
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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Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology- 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/technology 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/technologyFenwick McKelvey, "SimPolitics: America’s Quest to Solve Politics with Computers" (MIT Press, 2026)
17-07-2026 | 51 Min.This book is available open access.
For
more than six decades, the public has been promised that computers will
revolutionize politics, both nationally and internationally. In SimPolitics: America’s Quest to Solve Politics with Computers
(MIT Press, 2026), Dr. Fenwick McKelvey traces the entwined history of
politics and computers from the 1960s to the late 1980s. He shows how
programmers, consultants, academics, political scientists, and peace
activists all worked—sometimes in tandem, sometimes not—to build
simulations to win campaigns, predict coups, forecast the future, and render politics as legible as a spreadsheet.
Drawing
on novel archival and historical research, Dr. McKelvey recounts the
history of efforts to simulate politics by building models of elections,
voters, and international relations. Comparing attempts in the United
States to simulate domestic electoral politics and international
affairs, he reveals the unexamined connections and conflicts between the
two projects. His book provides a helpful guide to taking stock of
exaggerated claims that AI and technology will fix politics, while
presenting the long history of such promised technological fixes.
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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Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technologySoraya Murray, "Technothriller: Film and the American Imagination" (MIT Press, 2026)
14-07-2026 | 1 u. 6 Min.Technothriller: Film and the American Imagination
(MIT Press, 2026) is the first dedicated examination of popular movies
classified as “thrillers” that channel societal anxiety or dread about
advanced technologies like supercomputers, robotics, AI, biotech,
military weaponry, and surveillance culture. Technothriller is
about the changing imagination of technology within an American context
and its role in engineering some of the most profound ideologies of
modern life.
Soraya Murray
is a Professor in the Film and Digital Media Department at the
University of California, Santa Cruz. Her work explores the visual
culture of innovation, advanced computation, and its imaginaries as
imaged in popular American films, for which technology assumes a central
role. Murray’s first book, On Video Games: The Visual Politics of Race, Gender and Space (I.B. Tauris, 2018, paperback 2021), examines popular video games like Assassin’s Creed, Spec Ops: The Line, Metal Gear Solid, and Grand Theft Auto as visual culture. She currently serves as Provost of Porter College, UCSC.
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Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology
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