New Books in Technology – Details, episodes & analysis

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New Books in Technology

New Books in Technology

New Books Network

Technology
News

Frequency: 1 episode/6d. Total Eps: 1045

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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/technology
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Carly A. Kocurek and Matthew Payne, "Ultima and Worldbuilding in the Computer Role-Playing Game" (Amherst College Press, 2024)

vendredi 20 juin 2025Duration 27:12

Ultima and World-Building in the Computer Role-Playing Game (Amherst College Press, 2024) is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its lasting impact on the RPG genre and video game industry. Through archival and popular media sources, examinations of fan communities, and the game itself, this book historicizes the games and their authors. By attending to the salient moments and sites of game creation throughout the series’ storied past, authors Carly A. Kocurek and Matthew Thomas Payne detail the creative choices and structural forces that brought Ultima’s celebrated brand of role-playing to fruition. This book first considers the contributions of series founder and lead designer, Richard Garriott, examining how his fame and notoriety as a pioneering computer game auteur shaped Ultima’s reception and paved the way for the evolution of the series. Next, the authors retrace the steps that Garriott took in fusing analog, tabletop role-playing with his self-taught lessons in computer programming. Close textual analyses of Ultima I outline how its gameplay elements offered a foundational framework for subsequent innovations in design and storytelling. Moving beyond the game itself, the authors assess how marketing materials and physical collectibles amplified its immersive hold and how the series’ legions of fans have preserved the series. Game designers, long-time gamers, and fans will enjoy digging into the games’ production history and mechanics while media studies and game scholars will find Ultima and World-Building in the Computer Role-Playing Game a useful extension of inquiry into authorship, media history, and the role of fantasy in computer game design. Carly A. Kocurek is professor of digital humanities and media studies at the Illinois Institute of Technology. She is the author of Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade (Minnesota, 2015) and Brenda Laurel: Pioneering Games for Girls (Bloomsbury, 2017).Matthew Thomas Payne is associate professor of ?lm, television, and theatre at the University of Notre Dame. He is the author of Playing War: Military Video Games after 9/11 (NYU Press, 2016), and is a co-editor of How to Play Video Games (NYU Press, 2019) and Joystick Soldiers: The Politics of Play in Military Video Games (Routledge, 2009). 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, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology

Trans Technologies

jeudi 19 juin 2025Duration 01:03:27

How can technology creates new possibilities for transgender people? How do trans experiences, in turn, create new possibilities for technology? Trans Technologies, (MIT Press, 2025) by Dr. Oliver L. Haimson, explores how and why mainstream technologies often exclude or marginalize transgender users. Trans Technologies describes what happens when trans people take technology design into their own hands. Dr. Haimson, whose research into gender transition and technology has defined this area of study, draws on transgender studies and his own in-depth interviews with more than 100 creators of technology—including apps, games, health resources, extended reality systems, and supplies designed to address challenges trans people face—to explain what trans technology is and to explore its present possibilities and limitations, as well as its future prospects.Dr. Haimson surveys the landscape of trans technologies to reveal the design processes that brought these technologies to life, and to show how trans people often must rely on community, technology, and the combination of the two to meet their basic needs and challenges. His work not only identifies the role of trans technology in caring for individuals within the trans community but also shows how trans technology creation empowers some trans people to create their own tools for navigating the world. Articulating which trans needs and challenges are currently being addressed by technology and which still need to be addressed; describing how trans technology creators are accomplishing this work; examining how privilege, race, and access to resources impact which trans technologies are built and who may be left out; and highlighting new areas of innovation to be explored, Trans Technologies opens the way to meaningful social change. Our guest is: Dr. Oliver Haimson, who is an Assistant Professor at University of Michigan School of Information (UMSI) where he directs the Community Research on Identity and Technology (CRIT) Lab, and is affiliate faculty with the Digital Studies Institute (DSI) and a Senior Fellow at the Center for Applied Transgender Studies (CATS). He is a recipient of a National Science Foundation CAREER award, and a Henry Russel Award. Our host is: Dr. Christina Gessler, who is the producer of the Academic Life podcast. Playlist for listeners: More Than A Glitch Artificial Unintelligence: How Computers Misunderstand the World He/She/They: How We Talk About Gender and Why It Matters Raising Them Public Scholarship and Feminist Communications Welcome to Academic Life, the podcast for your academic journey—and beyond! You can support the show by downloading and sharing episodes. Join us again to learn from more experts inside and outside the academy, and around the world. Missed any of the 250+ Academic Life episodes? Find them here. And thank you for listening! Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology

Darryl Campbell, "Fatal Abstraction: Why the Managerial Class Loses Control of Software" (W. W. Norton, 2025)

vendredi 9 mai 2025Duration 01:06:28

A tech insider explains how capitalism and software development make for such a dangerous mix. Software was supposed to radically improve society. Outdated mechanical systems would be easily replaced; programs like PowerPoint would make information flow more freely; social media platforms like Facebook would bring people together; and generative AI would solve the world’s greatest ills. Yet in practice, few of the systems we looked to with such high hopes have lived up to their fundamental mandate. In fact, in too many cases they’ve made things worse, exposing us to immense risk at the societal and the individual levels. How did we get to this point? In Fatal Abstraction: Why the Managerial Class Loses Control of Software (W. W. Norton, 2025), Darryl Campbell shows that the problem is “managerial software”: programs created and overseen not by engineers but by professional managers with only the most superficial knowledge of technology itself. The managerial ethos dominates the modern tech industry, from its globe-spanning giants all the way down to its trendy startups. It demands that corporate leaders should be specialists in business rather than experts in their company’s field; that they manage their companies exclusively through the abstractions of finance; and that profit margins must take priority over developing a quality product that is safe for the consumer and beneficial for society. These corporations rush the development process and package cheap, unproven, potentially dangerous software inside sleek and shiny new devices. As Campbell demonstrates, the problem with software is distinct from that of other consumer products, because of how quickly it can scale to the dimensions of the world itself, and because its inner workings resist the efforts of many professional managers to understand it with their limited technical background. A former tech worker himself, Campbell shows how managerial software fails, and when it does what sorts of disastrous consequences ensue, from the Boeing 737 MAX crashes to a deadly self-driving car to PowerPoint propaganda, and beyond. Yet just because the tech industry is currently breaking its core promise does not mean the industry cannot change, or that the risks posed by managerial software should necessarily persist into the future. Campbell argues that the solution is tech workers with actual expertise establishing industry-wide principles of ethics and safety that corporations would be forced to follow. Fatal Abstraction is a stirring rebuke of the tech industry’s current managerial excesses, and also a hopeful glimpse of what a world shaped by good software can off. Alfred Marcus is Edson Spencer Professor at the Carlson School of Management, University of Minnesota.  Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology

Hey, Robot!

Episode 22

lundi 16 septembre 2024Duration 28:34

Today, we’re playing with voice assistants and thinking about the role of voices in gaming with our guest, game designer and NYU professor Frank Lantz.  Over the past nightmare year of the coronavirus, many of us have been hunkered down, trying to figure out how to pass the time with our families. Board game sales on Amazon were up 4,000% percent in March, when Americans began sheltering in place. And, of course, we’ve also spent way more time interacting with digital technology. These two things have come together in a weird and delightful way in Lantz’s game Hey Robot.  Created by Lantz’s family-owned company Everybody House Games, Hey Robot is a guessing game you play with a group of friends—including your voice assistant or smart speaker. The premise is simple: Make Google Home or Alexa utter the words written in a deck of cards. The questions it raises are complex: What are these digital entities that many of us interact with daily? How have web searches and voice-based computing changed the way we talk? And what does this reveal about language itself?  Hey Robot is available in a free online Quarantine Edition that you can play remotely with your friends. The board game edition is available on Amazon. Today’s show was written and edited by Mack Hagood. Fake Cumbia music by Mack Hagood.  Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology

Trevor Boffone, "TikTok Broadway: Musical Theatre Fandom in the Digital Age" (Oxford UP, 2024)

Episode 138

dimanche 8 septembre 2024Duration 01:00:06

Are you a musical theatre fan who loves TikTok? Or are you curious about how this social media app has changed musical theatre fandom - and even the concept of the musical itself? TikTok Broadway: Musical Theatre Fandom in the Digital Age (Oxford UP, 2024) takes readers inside the world of TikTok Broadway, where fans create, expand, and canonize musical theatre through viral videos. It argues that TikTok democratizes musical theatre fan cultures and spaces, creating a new canon of musical theatre that reflects the preferences and passions of the fans. Readers will also see how TikTok Broadway influences other aspects of U.S. popular culture, from Broadway shows to TV adaptations. From Six and Beetlejuice to Wicked and Ratatouille: The TikTok Musical, this book covers the most popular and innovative musical theatre content on TikTok. Author Trevor Boffone, a musical theatre scholar and a TikTok creator, shows how fans use the app to express their love for musical theatre, and how they collaborate to produce original works, such as Bridgerton: The Musical. TikTok Broadway: Musical Theatre Fandom in the Digital Age shows how the app puts power in the hands of the fans. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology

Andy Clarno et al., "Imperial Policing: Weaponized Data in Carceral Chicago" (U Minnesota Press, 2024)

Episode 32

mardi 3 septembre 2024Duration 01:16:38

Chicago is a city with extreme concentrations of racialized poverty and inequity, one that relies on an extensive network of repressive agencies to police the poor and suppress struggles for social justice. Imperial Policing: Weaponized Data in Carceral Chicago (University of Minnesota Press, 2024) examines the role of local law enforcement, federal immigration authorities, and national security agencies in upholding the city’s highly unequal social order. Collaboratively authored by the Policing in Chicago Research Group (PCRG), Imperial Policing was developed in dialogue with movements on the front lines of struggles against racist policing in Black, Latinx, and Arab/Muslim communities. The members of PCRG are Andy Clarno, Enrique Alvear Moreno, Janaé Bonsu-Love, Lydia Dana, Michael De Anda Muñiz, Ilā Ravichandran, and Haley Volpintesta. Imperial Policing analyzes the connections between three police “wars”—on crime, terror, and immigrants—focusing on the weaponization of data and the coordination between local and national agencies to suppress communities of color and undermine social movements. Topics include high-tech, data-based tools of policing; the racialized archetypes that ground the police wars; the manufacturing of criminals and terrorists; the subversion of sanctuary city protections; and abolitionist responses to policing, such as the Erase the Database campaign. Andy Clarno is an Associate Professor of Sociology and Black Studies and coordinator of the Policing in Chicago Research Group at the University of Illinois at Chicago. His research examines racism, capitalism, colonialism, and empire in the early 21st century, with a focus on racialized policing and struggles for social justice in contexts of extreme inequality. Michael De Anda Muñiz is an Assistant Professor in the Latina/Latino Studies Department at San Francisco State University. His research interests include culture, art, community engagement, space, and resistance. Ilā Ravichandran is an assistant professor of legal studies at the University of Washington, Tacoma. Dr. Ravichandran’s research interests include science, knowledge, technology, biopolitics, policing, surveillance, counterinsurgency, state, queerness & Black studies. Timi Koyejo is a graduate student in urban studies at the University of Vienna. He has worked professionally as a researcher at the University of Chicago and as an urban policy advisor for the City of Chicago. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology

Sarah Malanowski and Nicholas R. Baima, "Why It's Ok to Be a Gamer" (Routledge, 2024)

Episode 16

mardi 3 septembre 2024Duration 23:39

If you enjoy video games as a pastime, you are certainly not alone—billions of people worldwide now play video games. However, you may still find yourself reluctant to tell others this fact about yourself. After all, we are routinely warned that video games have the potential to cause addiction and violence. And when we aren’t being warned of their outright harms, we are told we should be doing something better with our time, like going outside, socializing with others, or reading a book. Playing video games is thus often seen at best as a waste of time, and at worst a source of violent tragedy. Why It's Ok to Be a Gamer (Routledge, 2024) takes on the pervasive assumption that playing video games is a childish and time-wasting hobby, and a potentially addictive and dangerous one at that. It argues instead that there are many ways in which gaming can help us flourish, for example by: developing genuine friendships and other meaningful relationships with others, helping us cultivate a virtuous personal character, giving us a unique aesthetic experience, providing us with psychological benefits, and just plain helping us relax and enjoy ourselves. Video games are not just for those with no life; on the contrary, they can help contribute to a rich and meaningful life. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Nahaufnahmen.ch, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology

Henry H. Work, "Wood, Whiskey and Wine: A History of Barrels"(Reaktion Books, 2024)

Episode 160

dimanche 1 septembre 2024Duration 44:58

Barrels – we rarely acknowledge their importance, but without them we would be missing out on some of the world’s finest wines and spirits. For over two thousand years they’ve been used to store, transport and age an incredibly diverse array of provisions around the globe. In this comprehensive and wide-ranging book titled Wood, Whiskey and Wine: A History of Barrels (Reaktion, 2024), now available in paperback, Henry H. Work tells the intriguing story of the significant and ever-evolving role wooden barrels have played during the last two millennia. Offering a new way of thinking about one of the most enduring and successful products in history, Wood, Whiskey and Wine is a must-read for everyone from technology and history buffs to wine and whiskey aficionados. This interview was conducted by Dr. Miranda Melcher whose new 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. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology

John V. Pavlik, "Journalism and the Metaverse" (Anthem Press, 2024)

Episode 79

vendredi 30 août 2024Duration 39:15

Journalism has been in a state of disruption since the development of the Internet. The Metaverse, or what some describe as the future of the Internet, is likely to fuel even further disruption in journalism. Digital platforms and journalism enterprises are already investing substantial resources into the Metaverse, or its likely components of artificial intelligence, augmented reality and virtual reality. Although research shows most of the public has little knowledge of the Metaverse, many are keenly interested in what it or its components may bring. Journalism and the Metaverse (Anthem Press, 2024) by Dr. John Pavlik critically examines the nature of the Metaverse and its implications for journalism. In particular, the book will examine how the advance of a broadband, interactive and immersive Internet called the Metaverse may change the content and format of news, the nature of journalistic work, who or what is a journalist, the nature and structure of the new industry and how it is funded, as well as the fundamental role of journalism in a digital society. In particular, this book builds on a vision of the Metaverse as an immersive and interactive virtual world, a key development in the next generation of the broadband, publicly accessible Internet. Broadband means high-speed, high-bandwidth Internet connectivity, especially wirelessly. Immersive refers to enveloping, 3D forms of media and communication. Today, we often see immersive media in the form of augmented reality (AR) or virtual reality (VR) or other forms of what are labeled extended Reality (XR). Fueled by artificial intelligence, these forms are three dimensional (3D), they have depth and they surround the user in a 360 virtual world visually and aurally (and potentially via other senses, including the haptic). Interactive means both user-to-user engagement (e.g., social media) as well as an exchange between the user and the enveloping content experience of a virtual world. This book examines the implications of the Metaverse for journalism in four broad domains, including content, how journalists work, structural and systemic considerations, and user and public engagement with news. This interview was conducted by Dr. Miranda Melcher whose new 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. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology

Tarryn Li-Min Chun, "Revolutionary Stagecraft: Theater, Technology, and Politics in Modern China" (U Michigan Press, 2024), "Revolutionary Stagecraft: Theater, Technology, and Politics in Modern China" (U Michigan Press, 2024)

Episode 543

vendredi 30 août 2024Duration 01:06:22

Revolutionary Stagecraft: Theater, Technology, and Politics in Modern China (University of Michigan Press, 2024) offers a fascinating approach to modern Chinese theater history by placing the stage at the center of the story. Combining vivid readings of plays with technical manuals and how-to guides, Tarryn Li-Min Chun charts how stage technology changed from the 1920s to the 1980s, showing how Chinese theater artists mobilized staging, lighting, and props to convey different meanings, including political revolution, nationalist nation-building, grassroots ingenuity, and the triumph of science. Throughout, Revolutionary Stagecraft demonstrates how theater, technology, and politics were deeply intertwined in modern China, and how Chinese theater artists manipulated the materiality of stagecraft for their own means.   Revolutionary Stagecraft should be of interest to those who are familiar with Chinese history, but also those who are interested in global theater, material culture, and the history of technology, as well as anyone who wants to know just how difficult it is to make fog appear on the stage (for the answer, see Chapter 2). Written in a clear and accessible way, Revolutionary Stagecraft is available both in print and as an Open Access ebook.   Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology

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