Sinopsis
Interviews with Scholars of Popular Culture about their New Books
Episodios
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Adam Kotsko, "Late Star Trek: The Final Frontier in the Franchise Era" (U Minnesota Press, 2025)
24/03/2025 Duración: 37minLate Star Trek: The Final Frontier in the Franchise Era (University of Minnesota Press, 2025) by Dr. Adam Kotsko explores the beloved science fiction franchise’s repeated attempts to reinvent itself after the end of its 1990s golden age. Beginning with the prequel series Enterprise, Adam Kotsko analyzes the wealth of content set within Star Trek’s sprawling continuity—including authorized books, the three “Kelvin Timeline” films, and the streaming series Discovery, Picard, Lower Decks, Prodigy, and Strange New Worlds—along with fan discourse, to reflect on the perils and promise of the franchise as a unique form of storytelling. Significantly including the licensed novels and comic books that fill out the Star Trek universe for its fans, Dr. Kotsko brings the multiple productions of the early twenty-first century together as a unified whole rather than analyzing them in their current stratified view. He argues that the variety of styles and approaches in this tumultuous era of Star Trek history provides the p
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Clive Bloom, "London Uncanny: A Gothic Guide to the Capital in Weird History and Fiction" (Bloomsbury, 2025)
18/03/2025 Duración: 32minFrom Kensington to the East End, under candlelight, gas lamp and then neon signs, London is both a bustling physical metropolis and a stirring psychic encounter. The most depraved depictions of London in fiction, film, poetry, television and theatre have irrevocably merged with the reality of its dark history, creating a phantasmagoria defined by murder, vice and the unnatural. In this panoptic look at the capital at its most eerie and macabre, Dr. Clive Bloom takes a tour of Gothic London's uncanny literature, arcane events and its infamous and imagined geographies. From David Bowie to T S Eliot, Thomas de Quincey to Aleister Crowley, the prophetess Joanna Southcott to the 'ghosts' of Abba and the worlds of Neil Gaiman and Clive Barker, these are the figures that populate a city lost in fog and blind alleys, where the dead can be raised, the living sacrificed and the clandestine thrive. Suturing together fact and fantasy, London Uncanny: A Gothic Guide to the Capital in Weird History and Fiction (Bloomsbury
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Matt Lodder, "Tattoos: The Untold History of a Modern Art" (Yale UP, 2024)
17/03/2025 Duración: 01h09minThere is a pervasive stereotype of tattoo culture as relating to an underworld of scoundrels, sailors, and ne’er-do-wells, yet it has existed in the West as a professionalized art practice for centuries. Drawing on extensive new research and unprecedented access to largely unpublished private archives of photographs, art, and ephemera, in Tattoos: The Untold History of a Modern Art (Yale University Press, 2024) Dr. Matt Lodder offers a new perspective on the history of commercial tattooing in Europe and the United States, beginning even before it emerged as a recognizable profession in the mid-nineteenth century. In the process, he shows that the art of tattoo has long been both practiced and commissioned by individuals across economic, gender, and class divides; he also examines the stylistic trends that have shaped tattoo’s development as an art form over its history. Lodder introduces the many artists and professionals who shaped tattoo history, including early figures like Martin Hildebrandt, the first-kn
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Mia Consalvo et al., "Streaming by the Rest of Us: Microstreaming Videogames on Twitch" (MIT Press, 2025)
15/03/2025 Duración: 43minThe 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 videog
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Fiona Handyside, "Girls' Hairstories: Sparkle and Resilience in Contemporary Screen Cultures" (Edinburgh UP, 2025)
14/03/2025 Duración: 01h08minWhy 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 hairsty
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Martha Bayless, "Entertainment, Pleasure, and Meaning in Early England" (Cambridge UP, 2024)
11/03/2025 Duración: 37minThe 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
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Ariane Sherine, "The Real Sinéad O'Connor" (White Owl, 2024)
08/03/2025 Duración: 51minSinéad 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
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Sarah Stang, et al., "Monstrosity in Games and Play" (Amsterdam UP, 2024)
07/03/2025 Duración: 52minSarah 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 t
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Richard Heppner, "Woodstock: From World War to Culture Wars" (SUNY Press, 2024)
07/03/2025 Duración: 26minFew 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 wit
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Chris Alexander, "Art! Trash! Terror! Adventures in Strange Cinema" (Headpress, 2025)
06/03/2025 Duración: 57minART! 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/b
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Blair Farrell, "The Avengers in Video Games" (McFarland, 2021)
05/03/2025 Duración: 40minFor 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 gam
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Alfie Bown, "Post-Comedy" (Polity, 2025)
05/03/2025 Duración: 01h11minNot so long ago, comedy and laughter were a shared experience of relief, as Freud famously argued. At their best, ribbing, roasting, piss-taking and insulting were the foundation of a kind of universal culture from which friendship, camaraderie and solidarity could emerge. Now, comedy is characterized by edgy humour and misplaced jokes that provoke personal and social anxiety, causing divisive cultural warfare in the media and among people. Our comedy is fraught with tension like never before, and so too is our social life. We often hear the claim that no one can take a joke anymore. But what if we really can’t take jokes anymore? Post-Comedy (Polity, 2025) argues that the spirit of comedy is the first step in the building of society, but that it has been lost in the era of divisive identity politics. Comedy flares up debates about censorship and cancellation, keeping us divided from one other. This goes against the true universalist spirit of comedy, which is becoming a thing of the past and must be recovere
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Kyle Orland, "Minesweeper" (Boss Fight Books, 2023)
04/03/2025 Duración: 20minIf you had some free time and a Windows PC in the 1990s, your mouse probably crawled its way to Minesweeper, an exciting watch-where-you-click puzzle game with a ticking clock and a ton of “just one more game” replayability. Originally sold as part of a “big box” bundle of simple games, Minesweeper became a cornerstone of the Windows experience when it was pre-installed with every copy of Windows 3.1 and decades of subsequent OS updates. Alongside fellow Windows gaming staple Solitaire, Minesweeper wound up on more devices than nearly any other video game in history. Sweeping through a minefield of explosive storylines, Journalist Kyle Orland reveals how Minesweeper caused an identity crisis within Microsoft, ensnared a certain Microsoft CEO with its addictive gameplay, dismayed panicky pundits, micromanagers, and legislators around the world, inspired a passionate competitive community that discovered how to break the game, and predicted the rise of casual gaming by nearly two decades. Rudolf Thomas Inderst
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Robert Houghton, "The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism" (Boydell & Brewer, 2024)
03/03/2025 Duración: 36minGames with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism (Boydell & Brewer, 2024) explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore
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Waiyee Loh, "Empire of Culture: Neo-Victorian Narratives in the Global Creative Economy" (SUNY Press, 2024)
03/03/2025 Duración: 33minEmpire of Culture: Neo-Victorian Narratives in the Global Creative Economy (SUNY Press, 2024) by Dr. Waiyee Loh brings together contemporary representations of Victorian Britain to reveal how the nation's imperial past inheres in the ways post-imperial subjects commodify and consume "culture" in the late twentieth and early twenty-first centuries. The globalization of English literature, along with British forms of dress, etiquette, and dining, in the nineteenth century presumed and produced the idea that British culture is a universal standard to which everyone should aspire. Examining neo-Victorian texts and practices from Britain, the United States, Japan, and Singapore—from A. S. Byatt's novel Possession and its Hollywood film adaptation to Japanese Lolita fashion and the Lady Victorian manga series—Dr. Loh argues that the British heritage industry thrives on the persistence of this idea. Yet this industry also competes and collaborates with the US and Japanese cultural industries, as they, too, engage wi
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Hallie Franks, "Ancient Sculpture and Twentieth-Century American Womanhood: Venus Envy" (Bloomsbury, 2025)
02/03/2025 Duración: 59minAncient Sculpture and Twentieth-Century American Womanhood: Venus Envy (Bloomsbury, 2025) by Dr. Hallie Franks examines the reception of Graeco-Roman sculptures of Venus and their role in the construction of the body aesthetics of the “fit” American woman in the decades around the turn of the 20th century. In this historical moment, 19th-century anthropometric methods, the anti-corset dress reform movement and early fitness culture were united in their goal of identifying and producing healthy, procreative female bodies. These discourses presented ancient statues of Venus – most frequently, the Venus de Milo – as the supreme visual model of a superior, fit, feminine physique. An America of such Venuses would herald the future prosperity of the “American race” by reviving the robust health and moral righteousness of the ancient Greeks. Venuses had long been symbols of beauty, but the new situation of Venus statues as an aesthetic and moral destination for women set up a slippage between ideal sculpture and liv
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Mike Sielski, "Magic in the Air: The Myth, the Mystery, and the Soul of the Slam Dunk" (St. Martin's Press, 2025)
26/02/2025 Duración: 58minThe evolution of basketball, and much of the social and cultural change in America, can be traced through one powerful act on the court: the slam dunk. The dunk's history is the story of a sport and a country changed by the most dominant act in basketball, and it makes Magic in the Air: The Myth, the Mystery, and the Soul of the Slam Dunk (St. Martin's Press, 2025) a rollicking and insightful piece of narrative history and a surefire classic of sports literature. When basketball was the province of white men, the dunk acted as a revolutionary agent, a tool for players like Wilt Chamberlain and Bill Russell to transform the sport into a Black man’s game. The dunk has since been an expression of Black culture amid the righteous upheaval of the civil-rights movement, of the threat that Black people were considered to be to the establishment. It was banned from college basketball for nearly a decade―an attempt to squash the individual expression and athleticism that characterized the sport in America’s cities and
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William Burns, "Ghost of an Idea: Hauntology, Folk Horror, and the Spectre of Nostalgia" (Headpress, 2025)
25/02/2025 Duración: 46minThe future ain't what it used to be. Is nostalgia revitalizing or killing 21st-century culture? The concept of nostalgia has seeped into almost all aspects of modern-day media, none more so than horror culture and its borderlands of Hauntology, Folk Horror, and found footage film. From film and TV franchises building endlessly on past glories, to musicians whose work now spans decades, modern media borrows heavily from the past. Ghost of an Idea: Hauntology, Folk Horror, and the Spectre of Nostalgia examines the use and effect of nostalgia in the Horror and Hauntological realms. It asks why these genres hold such a fascination in popular culture, often inspiring devoted fanbases. From Candyman to The Blair Witch Project, and Dark Shadows to American Horror Story, are the folk horror and found footage phenomena significant artistic responses to political, social, and economic conditions, or simply an aesthetic rebranding of what has come before? How has nostalgia become linked to other concepts (psychogeograph
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In “The Beast,” AI Puts Limits on Human Emotion
22/02/2025 Duración: 01h16minIt’s the UConn Popcast, and “The Beast” is a 2023 sci fi / romance movie by French director Bertrand Bonello, in which artificial intelligence has determined that human emotions are a danger, and must be surgically controlled. In this deep dive, we ask whether this is really a film about AI, a transhistorical love story, a narrative of societal decline, or something else entirely. The Beast stars Lea Seydoux and George McKay. 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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Shelly Jones and Matthew Wilhelm Kapell, "Beyond the Deck: Critical Essays on Magic, The Gathering and Its Influence" (McFarland, 2023)
20/02/2025 Duración: 29minSince its debut in 1993, Magic: The Gathering has grown to be an influential collectible card game, allowing its community of loyal fans to duel each other while enjoying its lore and compelling narratives. Beyond the Deck (McFarland, 2023) focuses on Magic from a variety of disciplinary approaches. Authors explore the innovative game design of Magic, the ludic differences between analog and digital play, how players interact with the MTG market and one another, professional play versus casual play and the many ways Magic has impacted gaming. 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 t