Episodes

  • Mia Consalvo et al., "Streaming by the Rest of Us: Microstreaming Videogames on Twitch" (MIT Press, 2025)
    Mar 15 2025
    The vast majority of people who stream themselves playing videogames online do so with few or no viewers. In Streaming by the Rest of Us: Microstreaming Videogames on Twitch (MIT Press, 2025) Dr. Mia Consalvo, Dr. Marc Lajeunesse, and Dr. Andrei Zanescu investigate who they are, why they do so, and why this form of leisure activity is important to understand. Unlike the esports athletes and streaming superstars who receive the lion's share of journalistic and academic attention, microstreamers are not in it for the money and barely have an audience. In this, the first book dedicated to the latter group, the authors gather interviews from dozens of microstreamers from 2017 to 2019 to discuss their lives, struggles, hopes, and goals. For readers interested in livestreaming, and Twitch in particular, the book rethinks the medium's history through accounts of the everyday uses of webcams, with particular attention to notions of liveness and authenticity. These two concepts have become calling cards for the videogame livestreaming platform and underlie streamer motivations, the construction of their practices (whether casual, serious, or anywhere in between), and the complex “metas” that take shape over time. The book also looks at the authors' own practices of livestreaming, focusing on what can be gained through experiencing the lived reality of the practice. Finally, the authors explain how Twitch's platform (studied from 2017–2023) informs how streamers structure their every day and how corporate ideologies bleed into real-world spaces like TwitchCon. This book is available open-access via the MIT Press website. 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/popular-culture
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    43 mins
  • Fiona Handyside, "Girls' Hairstories: Sparkle and Resilience in Contemporary Screen Cultures" (Edinburgh UP, 2025)
    Mar 14 2025
    Why have dynamic and shifting hairstyles, from Katniss Everdeen’s Power Plait to JoJo Siwa’s outsize bows, become such a significant part of how girlhood is articulated in contemporary visual cultures? What do they tell us about how girlhood combines the qualities of resilience and sparkle needed to survive and thrive in turbulent post-recessionary times? Drawing together analysis of popular film franchises, Disney animation, ground-breaking TV shows, music videos, girl celebrity personas and global art cinema, Girls' Hairstories: Sparkle and Resilience in Contemporary Screen Cultures (Edinburgh University Press, 2025) by Dr. Fiona Handyside shows how across different cultural levels and aimed at different audiences, girls’ hairstyles provide a complex dynamic site of interpretation and interaction. It documents the careful craft of hair-dressers and software engineers working in the screen industries to style and animate hair, bringing their work to a new visibility. It is in the very everydayness of hairstyling that we come to understand girls as the most resilient and the most sparkly of citizens. 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/popular-culture
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    1 hr and 8 mins
  • Martha Bayless, "Entertainment, Pleasure, and Meaning in Early England" (Cambridge UP, 2024)
    Mar 11 2025
    The people of early England (c. 450–1100 CE) enjoyed numerous kinds of entertainment, recreation and pleasure, but the scattered records of such things have made the larger picture challenging to assemble. Entertainment, Pleasure, and Meaning in Early England (Cambridge University Press, 2025) by Dr. Martha Bayless illuminates the merrier aspects of early English life, extending our understanding of the full range of early medieval English culture. It shows why entertainment and festivity were not merely trivial aspects of culture, but had important functions, in ritual, in community-building, in assuming power, and in resistance to power. Among the activities explored are child's play; drinking and feasting; music, dance, and performance; the pleasures of literature, festivals and celebrations; hunting and sport; and games. 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/popular-culture
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    38 mins
  • Ariane Sherine, "The Real Sinéad O'Connor" (White Owl, 2024)
    Mar 8 2025
    Sinéad O'Connor, renowned for her angelic voice and activism, overcame a tumultuous upbringing to become a global protest singer and advocate for social justice. O'Connor achieved worldwide success as an angel-voiced, shaven-headed Irish singer of heartfelt songs, but she was far more than just a pop star - she was also an activist and a survivor. Reeling from a troubled childhood at the hands of her violent mother, she spent 18 months living in a former Magdalene Laundry due to her truancy and shoplifting, and suffered her mother's death in a car crash - all by the age of 18. Her pain, anger and compassion would turn her into one of the world's greatest protest singers and activists. She would release ten studio albums during her 36-year music career - the second of which (I Do Not Want What I Haven't Got) would reach number 1 across the world and earn her ten million pounds, half of which she gave to charity. During this time, she would also advocate for survivors of child abuse and racism, and stand up for the LGBT community and women's reproductive rights. Most notably, she would tear up a picture of Pope John Paul II during an episode of Saturday Night Live in order to protest at child sex abuse within the Catholic church, creating headlines around the world and derailing her career. The Real Sinéad O'Connor (White Owl, 2024) features six exclusive interviews with friends and peers who knew her, this is the true story of her extraordinary and courageous journey. Ariane Sherine’s website. Bradley Morgan is a media arts professional in Chicago and author of U2's The Joshua Tree: Planting Roots in Mythic America. He manages partnerships on behalf of CHIRP Radio 107.1 FM and is the director of its music film festival. His forthcoming books are Frank Zappa's America (Louisiana State University Press, June 2025) and U2: Until the End of the World (Gemini Books, Fall 2025). Bradley on Bluesky. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture
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    51 mins
  • Richard Heppner, "Woodstock: From World War to Culture Wars" (SUNY Press, 2024)
    Mar 7 2025
    Few towns in America are as famous as Woodstock, New York—although Woodstock may be most famous for an event that happened many miles away! Long before the 1969 Woodstock festival put the town on the map, it had been a center for artists and free thinkers who found refuge in its rural setting. Longtime citizens were often shocked by the arrival of these newcomers who brought new values and attitudes to their once-isolated village. From the transformative arrival of artists in the early twentieth century to the influx of musicians and young people in the 1960s, Woodstockers worked and struggled to balance everyday life in a small, rural community with the attention and notoriety the outside world brought to it. Presented chronologically, Woodstock: From World War to Culture Wars (SUNY Press, 2024) examines the nature of change within Woodstock's uncommon story as it emerges from the Great Depression, confronts the realty of World War II, moves through the 1950s and into an unimagined and unintended future with the arrival of the Sixties through today. At its core, this is a story of how Woodstock's cultural and political institutions, its citizens, and its physical landscape met the ever-changing challenges of changing times. It is a story of community, resilience, conflict, and transition into a world its early settlers could not have imagined. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture
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    27 mins
  • Sarah Stang, et al., "Monstrosity in Games and Play" (Amsterdam UP, 2024)
    Mar 7 2025
    Sarah Stang, editor, joins Jana Byars to talk about Monstrosity in Games and Play (Amsterdam UP, 2024). Monsters fascinate us. From ancient folklore to contemporary digital games, they are at the core of the stories we tell. They reflect our fears, deepest desires, and the monstrosity hidden within ourselves. Monsters hold a mirror to our contemporary society and reveal who we truly are. This edited collection examines monsters and monstrosity in games and play. Monsters are a key feature of most games: we fight, kill, and eat them--and sometimes, we become them. However, monsters in games and play are not only entertaining but also a reflection of the monstrosity of our world. In this book, twenty-two scholars explore how themes such as mental health, colonialism, individualism, disability, gender, sexuality, racism, and exclusion are reflected in the monsters we interact with in games, play, and our daily lives both online and offline. Monstrosity in Games and Play is recommended to readers interested in the monstrous in contemporary game cultures and their surrounding societies. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture
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    53 mins
  • Chris Alexander, "Art! Trash! Terror! Adventures in Strange Cinema" (Headpress, 2025)
    Mar 6 2025
    ART! TRASH! TERROR! Adventures in Strange Cinema (Headpress 2025) by Chris Alexander is a treasure trove of in-depth essays and edifying interviews that celebrate some of the most eccentric and unforgettable movies in cult cinema history. From recognized classics (George A. Romero's Dawn Of The Dead, David Lynch's The Elephant Man) to misunderstood masterpieces (Michael Mann's The Keep, Boris Sagal's The Omega Man) to unfairly maligned curios (Kostas Karagiannis' Land Of The Minotaur, Brett Leonard's Hideaway), the author takes an alternately serious and playful but always personal look at several strains of international horror, dark fantasy, and exploitation film -- motion pictures that transform, transgress, challenge, infuriate, shock, and entertain. Connecting these passionate and critical essays are insightful interviews with revered talents, such as John Waters (writer/director, Cecil B. Demented), Michael Winner (director, The Sentinel), Nicolas Cage (actor, Vampire's Kiss), Gene Simmons (co-founder/bassist, KISS), William Crain (director, Blacula), William Lustig (director, Maniac), Werner Herzog (director, Nosferatu: Phantom Der Nacht) and many more, as well as witty, heartfelt memoirs charting the author's oddball experiences on the fringes of Hollywood and beyond. Illustrated with more than 200 startling photographs! Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture
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    57 mins
  • Blair Farrell, "The Avengers in Video Games" (McFarland, 2021)
    Mar 5 2025
    For decades, Marvel Comics' superhero group the Avengers have captured the imagination of millions, whether in comics, multi-billion dollar grossing films or video games. Similar to the chronology of the Marvel Cinematic Universe, the Avengers video games first started with titles driven by single characters, like Iron Man, the Hulk, Thor and Captain America. Over time, the games grew to include more and more heroes, culminating in playing experiences that featured the Avengers assembled. The Avengers in Video Games (McFarland, 2021) is the first-ever book assessing the video games starring "Earth's Mightiest Heroes." Featured games span consoles and platforms, from popular PlayStation and Xbox titles to an arcade game in danger of being lost to time. All video games are covered in depth, with each entry including game background and a detailed review from the author. Some game entries also include behind-the-scenes knowledge from the developers themselves, providing exclusive details on the Marvel video game universe. 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 at the IU International University for Applied Science, 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 Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture
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    40 mins