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Pope Leo, in his encyclical about artificial intelligence, says advancing technology must serve people, not profit. Allan Deck, S.J., LMU professor of theology, explains how Leo's message about A.I. is rooted in concern for human dignity, the value of work, and the common good.
What actually makes students feel like they belong in college? In Part 1 of this conversation, we sit down with Briana Maturi, Director of Student Transitions & Success, and Trinity Jones, Assistant Director of Student Transitions & Success at Loyola Marymount University to explore the hidden side of higher education that shapes student success far beyond the classroom. From supporting veteran and transfer students to creating massive campus traditions like Wellness Wednesday and Family Weekend, this episode dives into how meaningful student experiences are intentionally built and why they matter more than ever. Briana shares why student affairs professionals impact nearly every aspect of campus life, while Trinity offers a unique perspective transitioning from LMU student to full-time staff member. Together, they unpack how mission-driven leadership, belonging, and community shape the modern college experience. Whether you're in higher education, student affairs, enrollment management, or simply passionate about creating stronger communities, this episode offers a thoughtful look into the people and programs shaping student success today.
Copyright, Contract, and Video Games: Terms of Play (Hart Publishing, 2026) uncovers how video game contracts act as monologues of power, moulding players to align with proprietary ideologies. In the era of interactive technologies, the player emerges as a vital yet curiously overlooked figure. While copyright law governs the creation and distribution of these technologies, it sidesteps the player, leaving private contracts to define their role and obligations. Using video games as a case study, this book fills the gap left by copyright law, offering an innovative socio-legal methodology to interrogate and challenge harmful contractual norms. By analysing contracts as a form of critical discourse, the book exposes the contradictions and idealisations embedded in these agreements, which often serve to reinforce industry priorities. It is an essential resource for scholars in intellectual property law, video game studies, and socio-legal research, contributing to pressing debates on user rights and the shifting balance of power in interactive industries. With its fresh perspective on the interplay of copyright, contract, and cultural participation, the book redefines the player's role in a rapidly evolving digital landscape, offering new tools to understand and critique the legal frameworks shaping this most interactive of industries. Amy Thomas is Lecturer in Intellectual Property and Information Law at the University of Glasgow, UK. 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 and is editor of the weekly game research newsletter 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/new-books-network
Copyright, Contract, and Video Games: Terms of Play (Hart Publishing, 2026) uncovers how video game contracts act as monologues of power, moulding players to align with proprietary ideologies. In the era of interactive technologies, the player emerges as a vital yet curiously overlooked figure. While copyright law governs the creation and distribution of these technologies, it sidesteps the player, leaving private contracts to define their role and obligations. Using video games as a case study, this book fills the gap left by copyright law, offering an innovative socio-legal methodology to interrogate and challenge harmful contractual norms. By analysing contracts as a form of critical discourse, the book exposes the contradictions and idealisations embedded in these agreements, which often serve to reinforce industry priorities. It is an essential resource for scholars in intellectual property law, video game studies, and socio-legal research, contributing to pressing debates on user rights and the shifting balance of power in interactive industries. With its fresh perspective on the interplay of copyright, contract, and cultural participation, the book redefines the player's role in a rapidly evolving digital landscape, offering new tools to understand and critique the legal frameworks shaping this most interactive of industries. Amy Thomas is Lecturer in Intellectual Property and Information Law at the University of Glasgow, UK. 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 and is editor of the weekly game research newsletter 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/science-technology-and-society
Copyright, Contract, and Video Games: Terms of Play (Hart Publishing, 2026) uncovers how video game contracts act as monologues of power, moulding players to align with proprietary ideologies. In the era of interactive technologies, the player emerges as a vital yet curiously overlooked figure. While copyright law governs the creation and distribution of these technologies, it sidesteps the player, leaving private contracts to define their role and obligations. Using video games as a case study, this book fills the gap left by copyright law, offering an innovative socio-legal methodology to interrogate and challenge harmful contractual norms. By analysing contracts as a form of critical discourse, the book exposes the contradictions and idealisations embedded in these agreements, which often serve to reinforce industry priorities. It is an essential resource for scholars in intellectual property law, video game studies, and socio-legal research, contributing to pressing debates on user rights and the shifting balance of power in interactive industries. With its fresh perspective on the interplay of copyright, contract, and cultural participation, the book redefines the player's role in a rapidly evolving digital landscape, offering new tools to understand and critique the legal frameworks shaping this most interactive of industries. Amy Thomas is Lecturer in Intellectual Property and Information Law at the University of Glasgow, UK. 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 and is editor of the weekly game research newsletter 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/law
Schon als Kind begeisterten ihn Dinos, heute ist Oliver Rauhut Paläontologe an der LMU und Oberkonservator der Bayerischen Staatssammlung. Auf Exkursionen in Patagonien und Europa gräbt er nach Raubsauriern.
Forschende haben rausgefunden, dass Leute, die schneller entscheiden, oft besser abschneiden. Die Studie stammt unter anderem von der LMU München, veröffentlicht im Fachjournal PNAS. Autor:in: Nele Posthausen Von Daily Good News.
Sean Carroll's Mindscape: Science, Society, Philosophy, Culture, Arts, and Ideas
Did I have any freedom in choosing this particular podcast guest? At the level of particles, fields, and the fundamental laws of physics; no. At the level of human agents navigating the world, yes. Today's guest, Christian List, is a philosopher and political scientist who has arguably done the most to articulate the "compatibilist" perspective on free will, according to which the freedom of rational agents is entirely compatible with underlying mechanistic laws. The reconciliation depends on thinking carefully about emergence and the relationship between levels of reality. Take your personal data back with Incogni! Use code MINDSCAPE at this link and get 60% off an annual plan: https://incogni.com/mindscape #sponsored Blog post with transcript: https://www.preposterousuniverse.com/podcast/2026/05/18/354-christian-list-on-free-will-and-levels-of-reality/ Support Mindscape on Patreon. Christian List received his D.Phil in Politics from Oxford University. He is currently Professor of Philosophy and Decision Theory and Co-Director of the Munich Center for Mathematical Philosophy at LMU Munich. He is a Fellow of the British Academy and a member of Academia Europaea the Bavarian Academy of Sciences and Humanities. Among his honors are the Joseph Gittler Award from the American Philosophical Association. He is the author of Why Free Will Is Real and (with Philip Pettit) Group Agency. Web site LMU web page Google Scholar publications Amazon author page Wikipedia
In dieser dieser Folge von "ISM Perspectives on…" sprechen wir mit der Forscherin Mari Trompke vom Center for Leadership & People Management (LMU) und wissenschaftliche Mitarbeiterin an der ISM über Vertrauen als zentrales Element der Zusammenarbeit zwischen Mensch und KI im medizinischen Feld. Neben ihrem eigenen Forschungsprojekt werden dabei konkrete Anwendungsfelder im Alltag von Ärzt*innen sowie kritische Phänomene wie Automation Bias und Algorithm Aversion diskutiert. Was geschieht, wenn Ärzt*innen unter Zeitdruck zwischen eigener Intuition und KI-Empfehlung abwägen müssen? Und warum bleibt die Verantwortung im Falle von Fehlentscheidungen meist beim Menschen hängen? Um all diese Fragen und die Suche nach der richtigen Balance bei der Human-AI Collaboration im Gesundheitswesen soll es dieser Episode gehen.
In this episode of the Epigenetics Podcast, we talked with Alena van Bömmel from the Biomedical Center (BMC) in Munich about her work on the development of interpretable epigenetic clocks and statistical models of epigenetic dynamics during aging, and the unique epigenetic signatures associated with various cancers, such as brain tumors or leukemias to detect powerful diagnostic markers or predictors of therapeutic response. The Interview starts with Dr. van Bömmel sharing her work on co-occurring transcription factors within cell-type specific enhancers, describing the pioneering use of DNA sequencing and its substantial implications in understanding chromatin accessibility. We explore the findings that revealed varying transcription factor interactions across cell types, emphasizing the complexity inherent in gene regulation. Although her research largely remained in silico, its findings paved the way for potential validation through advanced sequencing techniques. The discussion broadens to encompass Dr. van Bömmel's work on pediatric acute lymphoblastic leukemia, where she elaborates on the epigenetic dynamics observed in patient samples. We discuss her collaboration on a large project that aimed to elucidate the methylation profiles of leukemia patients and how specific epigenetic modifications might indicate cancer subtypes. As the conversation shifts towards aging, Dr. van Bömmel explains her research on DNA methylation trajectories in mouse models. This work unearthed unexpected patterns of abrupt changes in methylation that correspond to distinct life stages, reflecting the potential applicability of these findings in understanding human aging processes. Delving further into her innovative research, she introduces 'Methylizer,' a groundbreaking DNA methylation-based classifier designed for brain tumor diagnostics. We examine the rapid diagnostic capabilities this tool offers in surgical contexts, illustrating a paradigm shift in how epigenetic data can inform real-time clinical decisions. Now at the LMU in Munich, Dr. van Bömmel shares her experiences establishing her lab and her intent to foster a computational-focused research environment that collaborates closely with wet lab scientists. We discuss her aspirations to integrate various layers of epigenetic data through advanced statistical methods and to investigate the aging dynamics of brain cells, specifically in the context of neurodegenerative diseases like Alzheimer's. References Van Bömmel, A., Love, M. I., Chung, H.-R., & Vingron, M. (2018). coTRaCTE predicts co-occurring transcription factors within cell-type specific enhancers. PLOS Computational Biology, 14(8), e1006372. https://doi.org/10.1371/journal.pcbi.1006372 Olecka, M., van Bömmel, A., Best, L., Haase, M., Foerste, S., Riege, K., Dost, T., Flor, S., Witte, O. W., Franzenburg, S., Groth, M., von Eyss, B., Kaleta, C., Frahm, C., & Hoffmann, S. (2024). Nonlinear DNA methylation trajectories in aging male mice. Nature communications, 15(1), 3074. https://doi.org/10.1038/s41467-024-47316-2 Brändl, B., Steiger, M., Kubelt, C., Rohrandt, C., Zhu, Z., Evers, M., Wang, G., Schuldt, B., Afflerbach, A. K., Wong, D., Lum, A., Halldorsson, S., Djirackor, L., Leske, H., Magadeeva, S., Smičius, R., Quedenau, C., Schmidt, N. O., Schüller, U., Vik-Mo, E. O., … Müller, F. J. (2025). Rapid brain tumor classification from sparse epigenomic data. Nature medicine, 31(3), 840–848. https://doi.org/10.1038/s41591-024-03435-3 Related Episodes Evolutionary Epigenetic Clocks and Epigenetic Inheritance in Plants (Frank Johannes) Epigenetic Clocks and Biomarkers of Ageing (Morgan Levine) Epigenetic Consequences of DNA Methylation in Development (Maxim Greenberg) Contact Epigenetics Podcast on Mastodon Epigenetics Podcast on Bluesky Dr. Stefan Dillinger on LinkedIn Active Motif on LinkedIn Active Motif on Bluesky Email: podcast@activemotif.com
A Conversation with Mary Beard (Munich History Lecture, 19th January 2026) For this term's Munich History Lecture, world-renowned classicist Mary Beard sits down with LMU professor John Weisweiler to test the case for and against a supposed decline of the humanities. What do the humanities contribute to a vibrant democracy in an era of funding pressure and growing distrust of universities? Den Originalbeitrag und mehr finden Sie bitte hier: https://lisa.gerda-henkel-stiftung.de/mhl_mary_beard
Games That Haunt Us: Gothic Game Space as a Living Nightmare (Bloomsbury, 2026) is an examination of how the Gothic appears in game space to interrogate an area of substantial importance to contemporary games, with a focus on environments, bodies, and defining the Gothic in games. The Gothic, both as a literary and videogame genre has increased in prominence amongst literature, media, and culture scholars globally, as games studies becomes a more recognized and exciting field of study and as Gothic scholars find new ways to apply their works across emerging mediums. But why have Gothic games risen in popularity since 2010? What do players feel when they play these games? Why are themes surrounding fraught identities, mourning, and monstrosity gaining so much attention? Games That Haunt Us investigates the very nature of the Gothic and how video games provide new ways of connecting with the genre. The scholars in this collection look at why Gothic games are having their moment of popularity, the unsettling themes they evoke in unstable times, why we are fascinated with death and decay, theories surrounding body horror, and how games transform avatars and ourselves. Games That Haunt Us is arranged into three sequential themes: what makes a Gothic game; Gothic environments in game space; and how Gothic bodies are approached and utilized in ludonarratives. 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. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
This book offers a comprehensive and practical guide to Games User Research (GUR). Blending theory and hands-on experience, it walks readers through methods, tools, and techniques tailored to the real-world constraints of small and medium-sized game development studios to support them in delivering better player experiences. The book is divided into three parts. Part one introduces core concepts to game development, and explores gameplay experience, together with factors that influence player behaviour and decisions. The part ends by exploring the games user researcher's role and its common challenges. Next, part two presents readers with a 10-step end-to-end research process for a single study. From understanding stakeholders, designing methods, through recruiting participants, moderating sessions and analysing results, to delivering actionable insights. It provides guidance, real-life examples, and templates for integrating research in the game development practices, even when the budget and timeline are tight. Finally, part three provide readers with ready-to-use "recipes" for 10 research methods covering every phase of the game production cycle. Each recipe includes practical tips, pitfalls to avoid, and actual report excerpts. Whether you're an indie developer wanting to better understand your players, UX designer or researcher moving from application software to the world of games, this book will provide you with all the information on how to use research to gain the insights needed to create better player experiences. 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. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
This book offers a comprehensive and practical guide to Games User Research (GUR). Blending theory and hands-on experience, it walks readers through methods, tools, and techniques tailored to the real-world constraints of small and medium-sized game development studios to support them in delivering better player experiences. The book is divided into three parts. Part one introduces core concepts to game development, and explores gameplay experience, together with factors that influence player behaviour and decisions. The part ends by exploring the games user researcher's role and its common challenges. Next, part two presents readers with a 10-step end-to-end research process for a single study. From understanding stakeholders, designing methods, through recruiting participants, moderating sessions and analysing results, to delivering actionable insights. It provides guidance, real-life examples, and templates for integrating research in the game development practices, even when the budget and timeline are tight. Finally, part three provide readers with ready-to-use "recipes" for 10 research methods covering every phase of the game production cycle. Each recipe includes practical tips, pitfalls to avoid, and actual report excerpts. Whether you're an indie developer wanting to better understand your players, UX designer or researcher moving from application software to the world of games, this book will provide you with all the information on how to use research to gain the insights needed to create better player experiences. 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. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology
Conversation with Head Coach Eddie Cornejo, ahead of mid-week match-up with LMU, from Robert J. Hiegert Field, Northridge, CA. Audio Courtesy CSUN Matadors' Sports Properties & Learfield. Photo Courtesy CSUN Athletics.
Tracing the cultural history of play--from Fluxus to SimCity Games and gamified activities have become ubiquitous in many adults' lives, and play is widely valued for fostering creativity, community, growth, and empathy. But how did we come to our current understanding of what it means to play? The Impossible Reversal: A History of How We Play charts the transformation of notions of playfulness beginning in the second half of the twentieth century, when a legion of artists, academics, and engineers developed new ways of theorizing, structuring, and designing ludic activity. Through examples ranging from experimental Fluxus games to corporate role-playing exercises and from the Easy Bake Oven to Tetris, The Impossible Reversal presents four styles of playfulness characteristic of the "era of designed play": the impossible reversal, which puts a player in a seemingly hopeless scenario they must upend with a tiny gesture; expending the secret, which involves silly rules that gain an obscure power and require players to embrace failure; simulated freedom, a satiric criticism of the ordinary world; and oblique repetition, a way of playing that stumbles toward unimaginable outcomes through simple, meaningless, and endlessly iterated acts. A unique genealogical account of play as both concept and practice, The Impossible Reversal illuminates how playfulness became essential for understanding cultural, technical, and economic production in the United States. Retail e-book files for this title are screen-reader friendly with images accompanied by short alt text and/or extended descriptions. 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. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
Tracing the cultural history of play--from Fluxus to SimCity Games and gamified activities have become ubiquitous in many adults' lives, and play is widely valued for fostering creativity, community, growth, and empathy. But how did we come to our current understanding of what it means to play? The Impossible Reversal: A History of How We Play charts the transformation of notions of playfulness beginning in the second half of the twentieth century, when a legion of artists, academics, and engineers developed new ways of theorizing, structuring, and designing ludic activity. Through examples ranging from experimental Fluxus games to corporate role-playing exercises and from the Easy Bake Oven to Tetris, The Impossible Reversal presents four styles of playfulness characteristic of the "era of designed play": the impossible reversal, which puts a player in a seemingly hopeless scenario they must upend with a tiny gesture; expending the secret, which involves silly rules that gain an obscure power and require players to embrace failure; simulated freedom, a satiric criticism of the ordinary world; and oblique repetition, a way of playing that stumbles toward unimaginable outcomes through simple, meaningless, and endlessly iterated acts. A unique genealogical account of play as both concept and practice, The Impossible Reversal illuminates how playfulness became essential for understanding cultural, technical, and economic production in the United States. Retail e-book files for this title are screen-reader friendly with images accompanied by short alt text and/or extended descriptions. 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. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society
Tracing the cultural history of play--from Fluxus to SimCity Games and gamified activities have become ubiquitous in many adults' lives, and play is widely valued for fostering creativity, community, growth, and empathy. But how did we come to our current understanding of what it means to play? The Impossible Reversal: A History of How We Play charts the transformation of notions of playfulness beginning in the second half of the twentieth century, when a legion of artists, academics, and engineers developed new ways of theorizing, structuring, and designing ludic activity. Through examples ranging from experimental Fluxus games to corporate role-playing exercises and from the Easy Bake Oven to Tetris, The Impossible Reversal presents four styles of playfulness characteristic of the "era of designed play": the impossible reversal, which puts a player in a seemingly hopeless scenario they must upend with a tiny gesture; expending the secret, which involves silly rules that gain an obscure power and require players to embrace failure; simulated freedom, a satiric criticism of the ordinary world; and oblique repetition, a way of playing that stumbles toward unimaginable outcomes through simple, meaningless, and endlessly iterated acts. A unique genealogical account of play as both concept and practice, The Impossible Reversal illuminates how playfulness became essential for understanding cultural, technical, and economic production in the United States. Retail e-book files for this title are screen-reader friendly with images accompanied by short alt text and/or extended descriptions. 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. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture
Trump rechnet mit Europa ab: NATO vor der Zerreißprobe +++ Trump prüft Strafaktion gegen untreue NATO-Staaten +++ US-Truppen vor Verlegung – Berlin und Madrid im Visier +++ Hormus nur halb offen – Schiffe fahren, aber kaum noch +++ Rutte in Washington – Trump erhöht den Druck auf die NATO +++ München: LMU räumt Professor Meyen ab - Wer Corona-Kritik übte, fliegt jetzt aus dem System +++ Krankenkassenbeiträge für Inländer, Millionen ins Ausland +++ Klimaumfrage: Mehrheit will Klimaneutralität, doch fast niemand glaubt daran +++ Bad Oeynhausen: BGH bestätigt Urteil im Fall Philipos +++ TE Energiewendewetter: viel Sonne, viele Probleme in der Energieversorgung +++ Wenn Ihnen unser Video gefallen hat: Unterstützen Sie diese Form des Journalismus: https://www.tichyseinblick.de/unterstuetzen-sie-uns
In this JAMODI Podcast episode, Coach Matt Sayman sits down with Shoemaker High School head coach Karron Taylor for a deep dive into building a winning basketball program
In this JAMODI Podcast episode, Coach Matt Sayman sits down with Shoemaker High School head coach Karron Taylor for a deep dive into building a winning basketball program
In this JAMODI Podcast episode, Coach Matt Sayman sits down with Shoemaker High School head coach Karron Taylor for a deep dive into building a winning basketball program
In this JAMODI Podcast episode, Coach Matt Sayman sits down with Shoemaker High School head coach Karron Taylor for a deep dive into building a winning basketball program
Needless to say, there was a lot of madness this March weekend. The fellas break it down on today's episode of In The Circle, powered by SixFour3. The show opens with Eric Lopez's chat with Kenzie Fowler, who called Arizona's series victory over Arizona State, before diving into the rest of the Big 12 landscape. Then, the guys break down the weekend's most impactful results. LMU head coach Tairia Flowers joins the show to discuss her Lions opening West Coast Conference play and her new role as Portland Talons head coach in the AUSL. Finally, the guys recap another wild Sunday night in the ACC.See Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.
In this JAMODI Podcast episode, Coach Matt Sayman sits down with Shoemaker High School head coach Karron Taylor for a deep dive into building a winning basketball program
Bounce: Balls, Walls, and Bodies in Games and Play (MIT Press, 2026) follows an array of bouncing balls through the histories of nonelectronic and electronic games, across the spectrum of play, game, and sport, and into the domains of physics, material science, animation, and computing. The book's focus on bounce sidesteps the focus on play found in much of the game studies literature and broadens the scope of game history by spotlighting an interaction that is central to thousands of physical and digital games and sports. The book is divided into three sections that introduce different kinds of bounce to address the matter of the ball, the virtuality of bounce, and bounded spectacle: Ricochet in ancient tennis is set against modern tennis's true bounce; squash and stretch in animation serves as a mirror of the pings and pongs of computer bounce; and the bounce feel in Electronic Art's FIFA video game series and pok ta pok of the Mesoamerican game ulama elaborate the contrasting positions of these two mythological games. Carlin Wing is Associate Professor of Media Studies at Scripps College. 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. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
Bounce: Balls, Walls, and Bodies in Games and Play (MIT Press, 2026) follows an array of bouncing balls through the histories of nonelectronic and electronic games, across the spectrum of play, game, and sport, and into the domains of physics, material science, animation, and computing. The book's focus on bounce sidesteps the focus on play found in much of the game studies literature and broadens the scope of game history by spotlighting an interaction that is central to thousands of physical and digital games and sports. The book is divided into three sections that introduce different kinds of bounce to address the matter of the ball, the virtuality of bounce, and bounded spectacle: Ricochet in ancient tennis is set against modern tennis's true bounce; squash and stretch in animation serves as a mirror of the pings and pongs of computer bounce; and the bounce feel in Electronic Art's FIFA video game series and pok ta pok of the Mesoamerican game ulama elaborate the contrasting positions of these two mythological games. Carlin Wing is Associate Professor of Media Studies at Scripps College. 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. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture
Despite its time travel mechanics, high stakes, and pulpy murder plot, Don't Nod Entertainment's 2015 adventure game Life is Strange stood out from most video games with its unapologetic emphasis on queer romance and friendships. Yet for all the game's specificity, players around the world found something of themselves in its protagonist, Max Caulfield, a perceptive yet insecure teen photographer who discovers she has the ability to rewind time itself. Narrative designer Kaitlin Tremblay offers an intimate close reading in Life is Strange (Boss Fight Books, 2026) through the lenses of personal history, YA fantasy, identity formation, grief, and most of all, choice. If Max is “the sum of all the possible choices that she could make,” as Tremblay writes, then every decision we players make says something about who we are—and who we want to be. Kaitlin Tremblay is a writer and narrative designer. 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, 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 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/new-books-network
Jermaine Ballisager Webb has a career night to lift Portland to a first round win. We now get a matchup between Joel Foxwell and Ace Glass!San Diego survived shooting 24percent in the second half to beat LMU and advance to play Seattle U. This is the Redhawks' WCC Tournament debut. What should we expect?
A deep dive into the reflective modes of playfulness in video games. Slowness and reflectiveness have always been part of the video game medium, though they have been used very differently throughout its history. In Zen and Slow Games (MIT Press, 2026), Víctor Navarro-Remesal challenges the dominant discourse of action and quick reflexes in video games to offer an analysis of reflectiveness as a style in games, tracing its evolution from its origins to the present time. Two labels are of particular importance: the Zen modes (and later, Zen games) of the 2000s, especially during the Casual Revolution, and the slow games or slow gaming movement, which started in the 2010s and is ongoing today. The term “reflective games” is offered as an umbrella to bring together these and other labels to raise awareness and discussion of slow gaming. Víctor Navarro-Remesal is a media scholar specializing in games working at TecnoCampus, Universitat Pompeu Fabra in Barcelona, Spain. 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, 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, and is editor of the weekly game research newsletter 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/new-books-network
What happens when a university mascot gets more than just a costume upgrade? In this episode of Talking Tactics, we unpack how a strategic mascot rebrand can fuel enrollment marketing, drive retail revenue, and build real campus tradition. From trademark governance to ESPN-level exposure, this isn't fluff — it's brand strategy with fur. If you think mascots are just for game day, think again. Guest Names: Megan Nash Milligan, Brand Marketing Strategist, Loyola Marymount University Stephanie Teresi, Associate Director, Trademarks, Licensing, and Promotional Assets, Loyola Marymount University Guest Socials: Megan: https://www.linkedin.com/in/megan-nash-milligan/ Stephanie: https://www.linkedin.com/in/snwert/ Guest Bios: Megan Nash Milligan is the Brand Marketing Strategist at LMU, where she leads integrated marketing planning and cross-functional rollout of key brand initiatives. A proud LMU alum, she earned her M.A. in Educational Studies while competing as a beach volleyball student-athlete & leading the team to their first conference championship. Before returning to LMU, Megan managed marketing and operations in the real estate industry, overseeing full-scale campaigns and a company rebrand. Originally from Toronto, Megan now calls Los Angeles home—where she tries new food across the city, plays beach volleyball, and spends too much time with her two dogs! Steph Teresi runs LMU's trademark licensing game—protecting, promoting, and powering up the university brand across merch, apparel, and swag. As LMU's first full-time licensing lead, she's built policies and partnerships with the goal to boost LMU pride and make our gear easier to find (and love). Pre-LMU, Steph repped over 100 East Coast schools at Campus Stop and designed store displays at Anthropologie. A proud University of Delaware grad with a BFA in visual communications (go Blue Hens!), she now calls Culver City home—where she cheers on the Eagles, spoils two bernedoodles, and paints watercolor masterpieces at the kitchen table. - - - -Connect With Our Host:Safaniya Stevensonhttps://www.linkedin.com/in/safaniyastevenson/ About The Enrollify Podcast Network:Talking Tactics is a part of the Enrollify Podcast Network. If you like this podcast, chances are you'll like other Enrollify shows too! Enrollify is made possible by Element451 — The AI Workforce Platform for Higher Ed. Learn more at element451.com. Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.
A deep dive into the reflective modes of playfulness in video games. Slowness and reflectiveness have always been part of the video game medium, though they have been used very differently throughout its history. In Zen and Slow Games (MIT Press, 2026), Víctor Navarro-Remesal challenges the dominant discourse of action and quick reflexes in video games to offer an analysis of reflectiveness as a style in games, tracing its evolution from its origins to the present time. Two labels are of particular importance: the Zen modes (and later, Zen games) of the 2000s, especially during the Casual Revolution, and the slow games or slow gaming movement, which started in the 2010s and is ongoing today. The term “reflective games” is offered as an umbrella to bring together these and other labels to raise awareness and discussion of slow gaming. Víctor Navarro-Remesal is a media scholar specializing in games working at TecnoCampus, Universitat Pompeu Fabra in Barcelona, Spain. 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, 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, and is editor of the weekly game research newsletter 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
In their final regular season meeting, Mikey Lewis lit McKeon, sorry, UCU Pavilion on fire with 31 points en route to the 70-59 win over Gonzaga. The win gave Saint Mary's a share of the WCC regular season title, their fourth consecutive year. Gonzaga still holds the top spot for the WCC Tournament, which begins on Thursday. How does this position both teams for March?And now with the seeds set, we're ready for the WCC Tournament. Who can make a run? Which players to watch? First round on Thursday: Portland vs Pepperdine, LMU vs San Diego.
Ashely Clark is an American business entrepreneur, volleyball coach and former player. She is learned and teaches "Human design," a method that diagnoses behavior, patterns and personalities that is instrumental in helping people coach. She recently moved to Texas for a director's slot to do what she does best. 01:11 - Her move from California to Katy, Texas and the fun transition, the meeting that made this happen 15:15 - The challenge of implementing human design to psychologically underdeveloped pre-teens and teens, listening to your body, the physical authority and the emotional authority 31:11 - Awareness, alignment and capacity, coaching being a lifelong experience and challenging the ego identity, giving the kids the coaches they deserve 41:01 - Revisiting what defines excellence: the player, the coach, the parent, showing up as your best self, coaches very rarely see how the player failed ahead of how they failed 1:01:01 - we made a whole section just for parents, expectations, where they can help, where they may not 1:17:39 - Why some players leave the sport hating it (continued), plus, do not be a drill instructor if that is not in your skill set 1:33:31 - LMU's coach John Mayer talking about how you leave practice and what you leave with, focus based practices 1:57:54 - Recent good reads, great quotes and wrapping up
Jamie and Melissa break down TCU's sweep at the hands of UCLA and the bounce back win over LMU, along with the hoops wins over the last week for both the men and women.
Rushed through development in just a year to capitalize on the runaway success of its predecessor, Dragon Age II's writing team had only a few months to write an entire game before handing it off to voice acting and development. The result was an often ramshackle sequel featuring a smaller world, fewer companions, and repetitive quests—as well as some of the best characters, dialogue, and storytelling Bioware has ever put to screen. Based on new interviews with DA2 writers David Gaider, Jennifer Hepler, Lukas Kristjanson, as well as editor Karin Weekes, author Charlotte Reber tells the wild behind-the-scenes story of how a team at the top of their game made the best of an impossible assignment to create the series's first fully voiced protagonist, its charmingly unreliable narrator, and a crew of unforgettable party members to bother, befriend, and romance. From DA2's inception to its mishandled marketing campaign to its volatile reactions from players, Reber's book raises a mug of ale to the game that was—and the game that might have been. Charlotte Reber is a fiction writer and gamer with a fascination for telling stories and playing games in unusual ways. She has a handful of degrees in creative writing and children's literature from Wellesley College and Simmons University, and lives in Vermont with her family, several cats, and a suspiciously low number of dragons. 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, 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, and is editor of the weekly game research newsletter 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/new-books-network
Videogame culture is obsessed with development. But gaming is still widely associated with wasted time, squandered potential and backwards attitudes. Even as the average gamer grows older, the medium remains dogged by the same old question: when will videogames grow up? The Gamergate movement lent this question renewed urgency, launching attacks on feminists and “social justice warriors” that have come to be seen as a catalyst for the emergence of the alt-right and election of Donald Trump. Artgames after GamerGate (Palgrave Macmillan, 2025) explores how makers of independent and experimental videogames responded to Gamergate and its aftermath. Analysing key titles released between 2015 and 2018, it shows how artgame designers used assets, characters and mechanics scavenged from classic franchises like Zelda, Street Fighter and Sonic the Hedgehog to review gaming's history, reframe their own biographies and link gaming's growing pains to a broader sense of disorientation, disillusionment and decline in American culture. 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, 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, and is editor of the weekly cost-free game research newsletter 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/new-books-network
Videogame culture is obsessed with development. But gaming is still widely associated with wasted time, squandered potential and backwards attitudes. Even as the average gamer grows older, the medium remains dogged by the same old question: when will videogames grow up? The Gamergate movement lent this question renewed urgency, launching attacks on feminists and “social justice warriors” that have come to be seen as a catalyst for the emergence of the alt-right and election of Donald Trump. Artgames after GamerGate (Palgrave Macmillan, 2025) explores how makers of independent and experimental videogames responded to Gamergate and its aftermath. Analysing key titles released between 2015 and 2018, it shows how artgame designers used assets, characters and mechanics scavenged from classic franchises like Zelda, Street Fighter and Sonic the Hedgehog to review gaming's history, reframe their own biographies and link gaming's growing pains to a broader sense of disorientation, disillusionment and decline in American culture. 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, 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, and is editor of the weekly cost-free game research newsletter 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/science-technology-and-society
How do video games and mental health intersect from the perspectives of psychology and game design? In recent years, the topic of mental health has gained tremendous importance for the games industry, affecting both the applied and entertainment games sectors. The former draws from established practices in diagnostics, digital medicine, therapy, and self-help to develop innovative and accessible tools; the latter follows in the tradition of games d'auteur, addressing the topic of mental health from a personal perspective. The contributors to Video Games and Mental Health: Perspectives of Psychology and Game Design (Transcript Publishing, 2024)(also in Open Access) inspect current trends and future perspectives related to these phenomena to inform the work of psychologists and game designers. 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, 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, and is editor of the weekly game research newsletter 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/new-books-network
How do video games and mental health intersect from the perspectives of psychology and game design? In recent years, the topic of mental health has gained tremendous importance for the games industry, affecting both the applied and entertainment games sectors. The former draws from established practices in diagnostics, digital medicine, therapy, and self-help to develop innovative and accessible tools; the latter follows in the tradition of games d'auteur, addressing the topic of mental health from a personal perspective. The contributors to Video Games and Mental Health: Perspectives of Psychology and Game Design (Transcript Publishing, 2024)(also in Open Access) inspect current trends and future perspectives related to these phenomena to inform the work of psychologists and game designers. 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, 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, and is editor of the weekly game research newsletter 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/psychology
Sam and Andy join forces to breakdown the St. Mary's game and explain why it broke Roy Hibbert emotionally. Plus they preview the LMU & San Diego games and debate how Donovan Clingan feels about Yang Hansen getting named an NBA Rising Star. Follow The Payton Years on X @YearsPayton
Sam and Andy come together to discuss the Laws of Gravity and their impact on OSU's basketball season. They break down the win over Seattle U, the unsettling loss to UP, and preview the LMU & Pacific games. Follow The Payton Years on X @YearsPayton
Joining me on the Born To Talk Radio Show podcast is Dr. Wojciech Kocyan. He is Pianist, Clinical Professor in the Music Department at Loyola Marymount University in Los Angeles, President of the Paderewski Music Society in Los Angeles and Artistic Director of the American International Paderewski Piano Competition in Los Angeles. Meet Dr. Wojciech Kocyan. Dr. Wojeich Kocyan was born in Poland. He studied with two of the world's most esteemed piano pedagogues: Andrzej Jasinski in Poland, where he received his Masters Degree. And also with John Perry at the University of Southern California, where he received a Doctor of Musical Arts Degree. He is a laureate of several international piano competitions, including F.Busoni and Viotti, as well as a special prizes winner of the XI International Chopin Competition and the First Prize winner of the Paderewski Piano Competition. The Paderewski Music Society. The Paderewski Music Society in Los Angeles, is a Section 501(c)(3) charitable nonprofit organization. It was established in 2008 by a group of prominent musicians and music lovers alike to uphold the legacy of the great Polish pianist, statesman and philanthropist, Ignacy Jan Paderewski. Throughout his life he was deeply engaged in the promotion of music and culture and its all-important place in society. Most recently, the Society established a scholarship fund to aid in the education of most deserving young pianists. Wojciech’s Takeaways. “We want to make the audience aware that there is an international piano competition of the highest order happening right here in Los Angeles. This is an opportunity to hear a lot of wonderful live performances, in a great intimate concert hall. It is an opportunity to meet the best young pianists from around the world, on the cusp of their professional careers. And at the same time to meet other piano afficionados. They discuss the performances in real time with real people, to passionately argue about them, to have your favorites and generally to have a lot of fun – all while supporting high culture and art in our city.” In Closing. There will be a competition at LMU for those of you that can attend from February 8-14th. You will hear 25 of the best young pianists in the world, ages 16-31. Thank you Wojciech for sharing your story with us. Conversations + Connections = Community Making the world a better place. One Story at a time. What's Your Story? I want to share it! Marsha@borntotalkradioshow.com Facebook Instagram LinkedIn Twitter
Gonzaga barely escaped the firece talons (beak? whatever) of the Redhawks of Seattle University, then proceeded to float merrily into their home tilt against the Lions of LMU. Much like the lion tamers of old, the Zags gently placed their head into the Lions' mouth, giving it the false sense of power, before pulling back and unloading their blunderbuss into the beasts heart. Too much metaphor? Maybe. In any event, the FIB boys will walk you thorugh both games, speculate further on Mario Saint-Supery's love life, and sing the praises of his highness of efficiency, Braden Huff. We'll then take a look at the upcoming game against Santa Clara, in which a high flyn' Broncos team will hope to steal some of the Redhawks' Kennel mojo (they will fail). All that and more on this episode of Free Ira Brown! THE Gonzaga Hoops Podcast. Support the show at patreon.com/freeirabrown. Do you like the show? Give us a 5 star review on Apple Podcasts!
In this episode, our heroes present a detailed analysis of Gonzaga basketball's recent performances. They discuss defensive issues, offensive strategies, and the importance of free throw shooting. The conversation also touches on player development, particularly regarding the starting lineup dynamics and the performance of key players. We'll preview upcoming games against Seattle U and LMU, and reflect on memorable moments from past WCC matchups. The conversation also touches on personal and team resolutions for the New Year, emphasizing the importance of maintaining defensive focus and improving overall performance. Hey, the summary is AI, but our show sure isn't. If you enjoy what we do, please support us at Patreon.com/freeirabrown.
It's a full mailbag episode as we answer listener questions from across the country — mixing college basketball history, current storylines, and a little chaos along the way. We dive into coaching “almost took the job” stories, the future of early-season conference events, the most intriguing teams right now, and how many programs can actually win the national championship. Plus: Michigan State's contender case, ACC tourney math, blue blood debates (hello, Florida), and Virginia's Ryan Odom era. There's also plenty of fun: hypothetical matchups, travel routines, airport rankings, Memphis tips for an 8-year-old, linguistic debates we probably shouldn't have, and more. We close with the Final Four and 1, previewing Winthrop–Texas Tech, UL-Monroe–Kansas State, Saint Mary's–LMU, Gonzaga–Pepperdine, and a sneaky San Francisco–Seattle game. Mailbag chaos, college hoops insight, and classic GP & Norlander — all in one episode. To learn more about listener data and our privacy practices visit: https://www.audacyinc.com/privacy-policy Learn more about your ad choices. Visit https://podcastchoices.com/adchoices
Fourth week of December, what'd you miss in vet med?DOJ Releases Statement on LMU v. AVMA suitAnother offer for PetMedsInnovetive's New COOTVB's New Editor-in-ChiefPet Supply Plus and Wag N Wash break freeProsites Acquires Genius VetsHelpful links:The Bird Bath substackPearl AI: Veterinary AI Platform
Building SimCity explores the history of computer simulation by chronicling one of the most influential simulation games ever made: SimCity. As author Chaim Gingold explains, Will Wright, the visionary designer behind the urban planning game, created SimCity in part to learn about cities, appropriating ideas from traditions in which computers are used as tools for modeling and thinking about the world as a complex system. As such, SimCity is a microcosm of the histories and cultures of computer simulation that engages with questions, themes, and representational techniques that reach back to the earliest computer simulations. Gingold uses SimCity to explore a web of interrelated topics in the history of technology, software, and simulation, taking us far and wide—from the dawn of programmable computers to miniature cities made of construction paper and role-play. An unprecedented history of Maxis, the company founded to bring SimCity to market, the book reveals Maxis's complex relations with venture capitalists, Nintendo, and the Santa Fe Institute, which shaped the evolution of Will Wright's career; Maxis's failure to back The Sims to completion; and the company's sale to Electronic Arts. Building SimCity boasts a treasure trove of visual matter to help bring its wide-ranging subjects to life, including painstakingly crafted diagrams that explain SimCity's operation, the Kodachrome photographs taken by Charles Eames of schoolchildren making model cities, and Nintendo's manga-style “Dr. Wright” character design, just to name a few. 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, 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 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/new-books-network
The Psychgeist of Pop Culture: The Last of Us (Playstory Press, 2025) explores the psychological themes at the heart of The Last of Us franchise. Authors from media, culture, and fandom studies explore how trauma, grief, morality, survival, and revenge shape the story's characters and influence their choices. This book examines these themes across both video games (The Last of Us and The Last of Us 2) and HBO television adaptation, focusing on their unique approaches to telling the same emotionally resonant stories. This includes close readings of key characters - such as Ellie and Joel - and considers how their experiences reflect broader human struggles. 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 Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
** The Flourish Heights Podcast was made for women, by women. To be empowered in health starts with a true connection with your body. Join Valerie Agyeman, Women's Health Dietitian as she breaks through topics surrounding periods, women's nutrition, body awareness, and self-care. About Kim Rhodes Kim Rhodes is the co-founder along with her daughter Brynne of the Pink Lemonade Stand Challenge (PLSC), a national 501(c)(3) nonprofit that raises awareness and funds for breast cancer research with a vision to inspire others take action to support this vital cause. What began as a mother-daughter idea has grown into a nationwide movement featured on the TODAY Show and in news outlets across the country and partners with fitness icon, Bay Clubs, NFL teams professional soccer teams and national retailers to expand its impact and reach. An attorney, adjunct businesss school faculty at LMU, and a former corporate executive, Kim has led strategy, M&A, and growth initiatives across tech, fintech, and health services, and is known for her ability to connect people, ideas, and opportunities that drive meaningful change. As a mother of four and health and wellness advocate, Kim teaches fitness classes at Bay Clubs bringing the same energy, enthusiasm and positivity to her classes that she brings to her mission empowering others, advancing research, and inspiring communities. Connect with Kim: IG: @pinklemonadestandchallenge Website: https://www.pinklemonadestandchallenge.org/ Stay Connected: Is there a topic you'd like covered on the podcast? Submit it to hello@flourishheights.com Subscribe to our quarterly newsletters: Flourish Heights Newsletter Visit our website + nutrition blog: www.flourishheights.com Follow us on social media: Instagram: @flourishheights / Women's Health Hub: @flourishvulva / @valerieagyeman Facebook: @flourishheights Twitter: @flourishheights Want to support this podcast? Leave a rating, write a review and share! Thank you!