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SANDCAST: Beach Volleyball with Tri Bourne and Travis Mewhirter
This episode of SANDCAST features Alvaro Filho, one of the most recent Brazilian greats who is now an assistant at Stetson, and Cesar Benatti, a longtime coach who was most recently an assistant at LMU with John Mayer. This is SUCH A GOOD EPISODE, as we chat about all things Brazilian beach volleyball, including: Why Alvaro views Emanuel Rego as one of the best players to ever play What made Alison Cerutt such an incredible partner What Benatti's three pillars are as a coach when designing an effective practice How parenting has impacted their playing and coaching careers, and how coaching has changed their lens as a parent And so, so much more. Just absolute gold all over this one. SHOOTS! *** WE'VE GOT NEW MERCH! Check it out here!! Get 20 PERCENT off all Wilson products with our code, sandcastpod-20. https://www.wilson.com/en-us/volleyball Get 10 PERCENT OFF VBTV using our discount code, SANDCAST10 Want to get better at beach volleyball? Use our discount code, SANDCAST, and get 10 percent off all Better at Beach products! We are FIRED UP to announce that we've signed on for another year with Athletic Greens! Get a FREE year's supply of Vitamin D by purchasing with that link. If you want to receive our SANDCAST weekly newsletter, the Beach Volleyball Digest, which dishes all the biggest news in beach volleyball in one quick newsletter, head over to our website and subscribe! We'd love to have ya! https://www.sandcastvolleyball.com/
Reportage - 75 Jahre Schuman-Plan – Europa-Tag 2025Literatur Radio Hörbahn berichtete ausführlich über die am 9. Mai 2025 organisierte Festveranstaltung zum 75-jährigen Jubiläum des „Schuman-Plans“, der Geburtsstunde der Europäischen Union.Sie fand im Europäischen Patentamt in München und wurde von der EU-Kommission und dem C.A.P statt.Teil 1: "Was kommt auf uns zu", Begrüßung, Festvortrag Prof. Dr. Kiran Klaus Patel.Hördauer 60 MinutenTeil 2: Drei Studierende der Politikwissenschaft der Universität Regensburg und der LMU, Schad Lina Kadir, Johannes Trost und Amelie Schrenk richten den Blick auf die Zukunft Europas.Hördauer 43 MinutenTeil 3: BesucherstimmenHördauer 26 Minuten Hörbahn on Stage - live im "Gläsernen Studio" – Autor*innen im Gespräch - besuchen Sie uns!Fotos: European Patent Office, Idee und Realisation Uwe Kullnick
SANDCAST: Beach Volleyball with Tri Bourne and Travis Mewhirter
This episode of SANDCAST features John Mayer and Billy Allen, hosts of the Coach Your Brains Out podcast as well as coaches in NCAA Beach Volleyball. Mayer is the head coach at LMU, leading the Lions to six straight WCC titles and a berth in the National Championship. Allen is an assistant at Stanford, helping the Cardinal to a single season wins record and an MPSF Championship. With the NCAA season over, they chat about: - How to navigate the art of playing time vs. winning at all costs (hint: nobody knows) - Billy Allen's recent entertaining run through AVP Huntington Beach with Taylor Crabb - John Mayer reflecting on the most successful season to date with LMU - Travis Mewhirter's first season at Florida State and what he learned SHOOTS! *** WE'VE GOT NEW MERCH! Check it out here!! Get 20 PERCENT off all Wilson products with our code, sandcastpod-20. https://www.wilson.com/en-us/volleyball Get 10 PERCENT OFF VBTV using our discount code, SANDCAST10 Want to get better at beach volleyball? Use our discount code, SANDCAST, and get 10 percent off all Better at Beach products! We are FIRED UP to announce that we've signed on for another year with Athletic Greens! Get a FREE year's supply of Vitamin D by purchasing with that link. If you want to receive our SANDCAST weekly newsletter, the Beach Volleyball Digest, which dishes all the biggest news in beach volleyball in one quick newsletter, head over to our website and subscribe! We'd love to have ya! https://www.sandcastvolleyball.com/
How players evoke personal and subjective meanings through a new theory of player response. In The Well-Read Game: On Playing Thoughtfully (MIT Press, 2025), Tracy Fullerton and Matthew Farber explore the experiences we have when we play games: not the outcomes of play or the aesthetics of formal game structures but the ephemeral and emotional experiences of being in play. These are the private stories we tell ourselves as we play, the questions we ask, and our reactions to the game's intent. These experiences are called “readings” because they involve so many of the aspects of engaging with literary, cinematic, and other expressive texts. A game that is experienced in such a way can be called “well-read,” rather than, or as well as, “well-played,” because of the personal, interpretive nature of that experience and the way in which it relates to our reading of texts of all kinds. The concept of the “well-read game” exists at the convergence of literary, media, and play theories—specifically, the works of Louise Rosenblatt's reader-response theory, Brian Upton's situational game theory, Tracy Fullerton's playcentric design theory, and Bernie DeKoven's well-played game philosophy. Each of these theories, from their own perspective, challenges notions of a separate, objective, or authorial meaning in a text and underscores the richness that arises from the varied responses of readers, who coauthor the meaning of each text through their active engagement with it. When taken together, these theories point to a richer understanding of what a game is and how we might better value our experiences with games to become more thoughtful readers of their essential meanings. 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/communications
How players evoke personal and subjective meanings through a new theory of player response. In The Well-Read Game: On Playing Thoughtfully (MIT Press, 2025), Tracy Fullerton and Matthew Farber explore the experiences we have when we play games: not the outcomes of play or the aesthetics of formal game structures but the ephemeral and emotional experiences of being in play. These are the private stories we tell ourselves as we play, the questions we ask, and our reactions to the game's intent. These experiences are called “readings” because they involve so many of the aspects of engaging with literary, cinematic, and other expressive texts. A game that is experienced in such a way can be called “well-read,” rather than, or as well as, “well-played,” because of the personal, interpretive nature of that experience and the way in which it relates to our reading of texts of all kinds. The concept of the “well-read game” exists at the convergence of literary, media, and play theories—specifically, the works of Louise Rosenblatt's reader-response theory, Brian Upton's situational game theory, Tracy Fullerton's playcentric design theory, and Bernie DeKoven's well-played game philosophy. Each of these theories, from their own perspective, challenges notions of a separate, objective, or authorial meaning in a text and underscores the richness that arises from the varied responses of readers, who coauthor the meaning of each text through their active engagement with it. When taken together, these theories point to a richer understanding of what a game is and how we might better value our experiences with games to become more thoughtful readers of their essential meanings. 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/popular-culture
How players evoke personal and subjective meanings through a new theory of player response. In The Well-Read Game: On Playing Thoughtfully (MIT Press, 2025), Tracy Fullerton and Matthew Farber explore the experiences we have when we play games: not the outcomes of play or the aesthetics of formal game structures but the ephemeral and emotional experiences of being in play. These are the private stories we tell ourselves as we play, the questions we ask, and our reactions to the game's intent. These experiences are called “readings” because they involve so many of the aspects of engaging with literary, cinematic, and other expressive texts. A game that is experienced in such a way can be called “well-read,” rather than, or as well as, “well-played,” because of the personal, interpretive nature of that experience and the way in which it relates to our reading of texts of all kinds. The concept of the “well-read game” exists at the convergence of literary, media, and play theories—specifically, the works of Louise Rosenblatt's reader-response theory, Brian Upton's situational game theory, Tracy Fullerton's playcentric design theory, and Bernie DeKoven's well-played game philosophy. Each of these theories, from their own perspective, challenges notions of a separate, objective, or authorial meaning in a text and underscores the richness that arises from the varied responses of readers, who coauthor the meaning of each text through their active engagement with it. When taken together, these theories point to a richer understanding of what a game is and how we might better value our experiences with games to become more thoughtful readers of their essential meanings. 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
2024 wurde Informatiker Prof. Björn Ommer für den Deutschen Zukunftspreis nominiert. Denn: Er und sein Team tragen mit ihrer generativen Bild-KI „Stable Diffusion“ dazu bei, generative KI zu demokratisieren – und damit besonders KI-Forschende und Anwender unabhängiger von großen Tech-Giganten zu machen. Was genau bedeutet das? Was macht „Stable Diffusion“ anders? Und warum lohnt sich auch die Diskussion mit Kunsthistorikern, wenn man Computern das Sehen beibringen will? Das und mehr fragt unser Host Jonas Ross den LMU-Professor in dieser Folge von „Alles Digital?!“, dem Podcast der Finanz Informatik zu Innovationen aus der Finanzwelt. --- Dieser Podcast wird in Zusammenarbeit mit Studio ZX – ein Unternehmen des Zeitverlags produziert.
"EUROPA*RAD 2025" Interview mit EVA Feldmann-Wojtachnia CAD LMU (Initiatorin) Gespräch (Hördauer ca. 21 Minuten)Am Sonntag, den 11. Mai dreht sich bereits zum vierten Mal das Europa*Rad im Werksviertel. Mit knapp 50 pro-europäischen Organisationen, Vereinen und Institutionen laden die Kooperationspartner des Münchner Europa-Mai alle Münchner*innen gemeinsam zur freien Fahrt im Umadum, dem Münchner Riesenrad. Hier gibt es für Bürgerinnen und Bürger die Gelegenheit sich zu europäischen Themen auszutauschen und gleichzeitig ein Stück Europa zu erleben. Von Diskussionen zu den Herausforderungen der EU über Träume und Visionen für die Zukunft bis hin zu kulturellem Austausch mit Partnerstädten, vielen weiteren Themen und Live-Musik ist alles dabei. Der Tag wird so bunt wie Europa!Vor Ort begrüßen Sie Staatsminister Eric Beißwenger, Stadträtin Dr. Julia Schmitt-Thiel und Dr. Christian Scharpf, Referent für Arbeit und Wirtschaft der Landeshauptstadt München sowie Wolfgang Bücherl, Leiter der Regionalvertretung der Europäischen Kommission in München und Dr. Udo Bux, Leiter des Verbindungsbüros des Europäischen Parlaments. Auch Vertreter verschiedener europäischer Konsulate und Mitglieder des Europäischen Parlaments sowie weitere Mitglieder des Münchner Stadtrates nehmen am Europa*Rad teil.DATUM11. Mai 2025UHRZEIT13:30 UhrVERANSTALTUNGSORTUmadum - Das Münchner RiesenradAtelierstraße 11, 81671 München direkt am OstbahnhofDas Europa*Rad wird veranstaltet von der Landeshauptstadt München, dem Verbindungsbüro des Europäischen Parlaments, der Vertretung der Europäischen Kommission in München, dem Centrum für angewandte Politikforschung der LMU und der Europa Union. Die folgenden zivilgesellschaftlichen, städtischen und staatlichen Einrichtungen, Organisationen und Vereine haben bisher ihre Teilnahme angekündigt: Sie finden die Organisationen hier: https://europa-mai.de/events/europarad-2025/Hier finden sie den EUROPA*RAD Song noch einmal in musikalisch zwei Versionen (frei verwendbar): Version 1Version 2Weitere Songs: RADIO LIBERTONWenn Ihnen dieser Beitrag gefallen hat, hören Sie doch auch einmal hier hineinoder vielleicht in diese SendungKommen Sie doch auch einfach mal zu unseren Live-Aufzeichnungen in die Georgenstraße 63, MünchenRealisation, Uwe Kullnick
EDUCATION:Stanford - 1989-93YEARS AT SAN FRANCISCO:Sept. 2016 - PresentCAREER HIGHLIGHTS AT SAN FRANCISCO:Molly Goodenbour, a two-time national champion at Stanford who has over a decade of head coaching experience on the collegiate level, was named the ninth head coach in University of San Francisco women's basketball history on Sept. 28, 2016. This is Goodenbour's third coaching stint on the Hilltop, where she served as an assistant coach with the Dons during the 1994-95 and 2005-06 seasons.In 2023-24, Goodenbour led San Francisco to a second-half resurgence as the team finished in a tie for third place in the West Coast Conference standings after starting the season with a 4-9 record. The program posted double-digit victories in WCC play for the fifth time in Goodenbour's tenure as the team finished at 10-6, highlighted by season sweeps of Pacific, Saint Mary's, Pepperdine, and LMU. San Francisco also finished the season strong, rolling eventual WCC Tournament Champions Portland on the road, earning 59-47 victory at Chiles Center.Under Goodenbour's guidance, Jasmine Gayles and Debora dos Santos earned All-WCC First Team honors. Dos Santos recorded a career season, averaging a double-double with 15.3 points and 10.6 rebounds per game while Gayles led the squad in scoring at 16.8 points per game. Gayles also recorded the second 40-point game in program history as she dropped 40 points in an 81-68 win at Pacific on January 13The 2022-23 season under the leadership of Goodenbour concluded with an overall record of 19-13. Three Dons earned All-WCC Selections while two Dons earned WCC All-Within the first six years on the Hilltop, Goodenbour posted impressive numbers, including becoming the winningest coach in USF history through 50 games (27-23), as well as through two seasons at 34-28 (.548). Goodenbour quickly built up her impressive resume at USF, becoming the first coach to post winning overall and conference records in her first two seasons on the job. Building off the program's strong start to the new decade, the Dons were once again punching a postseason ticket as they battled through a grueling non-conference schedule that kept them away from the Hilltop from Thanksgiving until after New Year's Day. Following an 0-4 start to WCC play battling through injuries and COVID-19 related pauses, the Dons went on to rattle off wins in six of their next seven games and finished with the third seed heading into the WCC Tournament. USF would go on to defeat Santa Clara in Vegas before returning home to host Air Force in the WNIT.Since the start of the 2020-21 season, Goodenbour's Dons have made consecutive WNIT appearances and won at least one game in back-to-back WCC Tournaments. Led by two-time All-WCC first team selection Ioanna Krimili, USF's 2020-21 team led the conference in total points and points per game while being a top-four program in team plus/minus. Goodenbour's third WCC Tournament in 2019 saw her lead the Dons to a first-round victory over Portland, marking the seventh year in a row the Dons advanced beyond their opening game.Molly's 2017-18 squad placed three WCC All-Conference and All-Academic honorees. Anna Seilund earned First-Team All-WCC and Second-Team All-WCC recipients Michaela Rakova and Kalyn Simon.She finished her first year on the Hilltop in 2016-17 with an 18-13 overall record that included an 11-7 mark in West Coast Conference play, good for a fourth-place finish, the Dons' highest since the 2002-03 season. In the process, Goodenbour became the first USF head coach since Sue Rojcewicz in 1982-83 to post a winning record in her first year at the helm and compiled the second-best record by a first-year coach in program history. In addition, USF's 11 WCC wins under Goodenbour were the most since the 1996-97 campaign.
The Rise of the Roguelite: Inside a Gaming Phenomenon (CRC Press, 2025) analyzes the wave of roguelite games that have appeared over the past decade, putting them in historical context, informing readers about their development out of and relation to the roguelike genre that inspired them. The book includes discussions of the historical development and significance of roguelites, critical perspectives on topics such as gender, politics, philosophy, analyses of the influence of roguelikes on roguelites, and discussions of design and mechanics. This book will appeal to those wishing to study and learn more about the roguelites, games studies students and researchers, and game designers interested in this genre. 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. Let's face it, most of the popular podcasts out there are dumb. NBN features scholars (like you!), providing an enriching alternative to students. We partner with presses like Oxford, Princeton, and Cambridge to make academic research accessible to all. Please consider sharing the New Books Network with your students. Download this poster here to spread the word. Please share this interview on Instagram, LinkedIn, or Bluesky. Don't forget to subscribe to our Substack here to receive our weekly newsletter. 150 million lifetime downloads. Advertise on the New Books Network. Watch our promotional video. Learn how to make the most of our library. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture
The Rise of the Roguelite: Inside a Gaming Phenomenon (CRC Press, 2025) analyzes the wave of roguelite games that have appeared over the past decade, putting them in historical context, informing readers about their development out of and relation to the roguelike genre that inspired them. The book includes discussions of the historical development and significance of roguelites, critical perspectives on topics such as gender, politics, philosophy, analyses of the influence of roguelikes on roguelites, and discussions of design and mechanics. This book will appeal to those wishing to study and learn more about the roguelites, games studies students and researchers, and game designers interested in this genre. 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. Let's face it, most of the popular podcasts out there are dumb. NBN features scholars (like you!), providing an enriching alternative to students. We partner with presses like Oxford, Princeton, and Cambridge to make academic research accessible to all. Please consider sharing the New Books Network with your students. Download this poster here to spread the word. Please share this interview on Instagram, LinkedIn, or Bluesky. Don't forget to subscribe to our Substack here to receive our weekly newsletter. 150 million lifetime downloads. Advertise on the New Books Network. Watch our promotional video. Learn how to make the most of our library. 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
Dog Doctor on Duty: From the Military to Mentorship w/ Dr. Cortney Curtis Eps. 33In this episode of Veterinary Vibes, host Garth Robillard engages in an insightful discussion with Dr. Cortney Curtis, a veterinary professional with a rich background in the military and a passion for teaching the next generation of vets at LMU. Dr. Curtis shares her journey from spotting a WWII poster that inspired her military path to leading roles in veterinary medicine, including aiding refugees and their animals, to running food missions. She emphasizes the importance of mentorship, hands-on clinical skills, and positive psychology in veterinary education. Dr. Curtis also delves into the various challenges and learning styles of students, the significance of client communication, and the impact of a supportive, team-oriented environment.00:41 Dr. Cortney Curtis' Journey to Veterinary Medicine01:14 Military Experience and Mentorship03:37 Transition to Teaching at LMU05:21 Challenges and Adaptations in Teaching Clinical Skills14:20 Student Feedback and Assessment18:52 The Challenge of OSCEs and Clinical Empathy20:24 The Importance of Communication Skills21:53 Applying Professional Skills in Practice22:43 Learning Through Hands-On Experience26:19 The Value of Teamwork and Collaboration32:06 The Impact of Positive Psychology33:57 Conclusion and Contact InformationIf you want to connect or follow the amazing Dr. Curtis Click below! https://www.instagram.com/doc_thedogdoctor/
Game streamers and live commentators are producing increasingly comprehensive analyses of gameplay, yet scholarship still tends to flatten the experiential media of video games into text for close reading. By shifting focus toward the immersiveness of video games, Playthrough Poetics: Gameplay as Research Method (Amherst, 2024) makes the case for gameplay as a necessary, alternate method. Contributors to this volume engage widely with the activity of play through autoethnographies, meta-analyses of self-broadcasting, new procedural methods like gamespace soundwalking, as well as the affective aspects of games research. In doing so, they model new possibilities for academic players and gamers alike. Rigorous scholarship meets cultural practice in this innovative, multi-modal edited collection that includes video essays and offers transcripts of the playthroughs themselves. Readers (and viewers) will come away with a toolkit of models, case studies, and conceptual frameworks for analyzing video games through gameplay. This volume is a fresh return to the joy of play: the poetics of games as contemporary forms of storytelling and interactivity. With contributions from Ashlee Bird, Brandon Blackburn, Milena Droumeva, Kishonna Gray, Robyn Hope, Ben Scholl, Maria Sommers, Ashlyn Sparrow, Christine Tran, and Aaron Trammell. 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/new-books-network
Game streamers and live commentators are producing increasingly comprehensive analyses of gameplay, yet scholarship still tends to flatten the experiential media of video games into text for close reading. By shifting focus toward the immersiveness of video games, Playthrough Poetics: Gameplay as Research Method (Amherst, 2024) makes the case for gameplay as a necessary, alternate method. Contributors to this volume engage widely with the activity of play through autoethnographies, meta-analyses of self-broadcasting, new procedural methods like gamespace soundwalking, as well as the affective aspects of games research. In doing so, they model new possibilities for academic players and gamers alike. Rigorous scholarship meets cultural practice in this innovative, multi-modal edited collection that includes video essays and offers transcripts of the playthroughs themselves. Readers (and viewers) will come away with a toolkit of models, case studies, and conceptual frameworks for analyzing video games through gameplay. This volume is a fresh return to the joy of play: the poetics of games as contemporary forms of storytelling and interactivity. With contributions from Ashlee Bird, Brandon Blackburn, Milena Droumeva, Kishonna Gray, Robyn Hope, Ben Scholl, Maria Sommers, Ashlyn Sparrow, Christine Tran, and Aaron Trammell. 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/communications
Game streamers and live commentators are producing increasingly comprehensive analyses of gameplay, yet scholarship still tends to flatten the experiential media of video games into text for close reading. By shifting focus toward the immersiveness of video games, Playthrough Poetics: Gameplay as Research Method (Amherst, 2024) makes the case for gameplay as a necessary, alternate method. Contributors to this volume engage widely with the activity of play through autoethnographies, meta-analyses of self-broadcasting, new procedural methods like gamespace soundwalking, as well as the affective aspects of games research. In doing so, they model new possibilities for academic players and gamers alike. Rigorous scholarship meets cultural practice in this innovative, multi-modal edited collection that includes video essays and offers transcripts of the playthroughs themselves. Readers (and viewers) will come away with a toolkit of models, case studies, and conceptual frameworks for analyzing video games through gameplay. This volume is a fresh return to the joy of play: the poetics of games as contemporary forms of storytelling and interactivity. With contributions from Ashlee Bird, Brandon Blackburn, Milena Droumeva, Kishonna Gray, Robyn Hope, Ben Scholl, Maria Sommers, Ashlyn Sparrow, Christine Tran, and Aaron Trammell. 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/science-technology-and-society
The Collegiate Beach Volleyball season just surpassed the midway point and we're seeing shifts from 2-5 without a lot of big changes in the rest of the AVCA top 20. A lot of the top teams were idle in week 5, but the ones that weren't saw solid action at the Big West Challenge in San Luis Obispo, CA and East Meets West in Austin,TX. Although teams may have split their duals this last weekend, without a doubt the teams are developing in a beneficial way as we move closer to conference tournaments. The athlete panel chats about then No. 10 Texas' upset of then-No. 2 LMU, and the quality of each their flights. In addition, we discuss the dynamism of Cal Poly and how interchangeable their entire lineup is. From there we discuss the top teams we've seen this last weekend and even drop the names of top performers!
Ashley Clark is an American volleyball coach. She is currently coaching at Surfside - an elite club on the West Coast. She is also a co-founder of "bebettermedia," the one-stop shop of how to be a better version of yourself. We are ready to tackle hard-hitting volleyball subject matter today. Come ride with us. 03:57 - The grind of “Red Rock,” one of the biggest juniors tournaments of the year, you win or you learn 10:01 - Growth mindset, and the comparative to other approaches. Working with coaches at LMU with different philosophies, plus, why are we doing all the right things and still losing? 17:35 - Can studying theatre make you a better coach? 23:21 - Human design, and the application of athletics in general, and volleyball specifically. 41:01 - the transformation of kids asking and understanding the “why.” Good reading material like “chop wood , carry water.” Plus, more more Human Design dialogue 46:10 - 4 rules before applying “studies” to practice, how great coaches become great in the first place, growth mindset vs fixed mindset, and the false dichotomy of feeling you have to choose more than one. 52:50 - why a 2-hour practice is as exhausting as an 8-hour workday. Should we be practicing moves extensively that will not be used in a game as much? 57:38 - learning in practice and practicing what you learned, and the where, the concern of overloading the kid. 1:02:55 - how much of this game is mental, and how much is taught in practice, teaching 12's and 13's is "the lord's work"," how human design applies to leadership, voice, speech and touch of sound from a theatre perspective and how it helps for sports 1:28:46 - RE: the notion that momentum does not exist, human design in terms of putting it into action 1:38:40 - the old school concept of being a phone call away (we speak on the phone), Human design and how it applies to being organized or enlisting people who are organized. 1:43:33 - there is no such thing as "expert marksman", facts DO care about your feelings, how "retrospective action" makes you understand how you can move things that are in your way. 1:56:30 - she missed when it counts, then hit when it counts and the value of that journey 2:05:03 - the importance of the on-board meeting with the parents and players, plus, one more fun story 2:12:31 - the not-so-lightning rounds
SANDCAST: Beach Volleyball with Tri Bourne and Travis Mewhirter
In this episode of SANDCAST U, host Madison Fitzpatrick chats all things NCAA Beach Volleyball, focusing mainly on UCLA's annual East Meets West tournament, which took place last weekend at the Manhattan Beach Pier. UCLA reigned supreme, finishing 4-0, as did LMU, while both Texas and Florida State logged huge wins over Cal. Fitzpatrick chats all that, and much more! SHOOTS! *** WE'VE GOT NEW MERCH! Check it out here!! Get 20 PERCENT off all Wilson products with our code, SANDCASTVB. https://www.wilson.com/en-us/volleyball Want to get better at beach volleyball? Use our discount code, SANDCAST, and get 10 percent off all Better at Beach products! We are FIRED UP to announce that we've signed on for another year with Athletic Greens! Get a FREE year's supply of Vitamin D by purchasing with that link. If you want to receive our SANDCAST weekly newsletter, the Beach Volleyball Digest, which dishes all the biggest news in beach volleyball in one quick newsletter, head over to our website and subscribe! We'd love to have ya! https://www.sandcastvolleyball.com/
Pepperdine continues to roll, knocking off Oregon State to move onto the WCC quarterfinals. Wazzu followed suit with a convincing win over LMU.Santa Clara and USF await. Can the Dons overcome the absence of Marcus Williams?#collegebasketball #college #marchmadness #ncaatournament #gonzaga #sandiego #stmarys #washingtonstate #oregonstate #lmu #santaclara #sanfrancisco #pepperdine #portland #pacific #basketball
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/new-books-network
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
If 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 (*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/new-books-network
If 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 (*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/history
If 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 (*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/science-technology-and-society
Season 4 of the Midtown Madness Podcast is brought to you by Two Men and a Garden! That's right they are fueling this podcast with not only delicious pickles, but salsas and most recently Harissa sauce. They are the real deal! Their products are delicious and more importantly local to St. Louis. You can pick up their many products at any local grocery stores or online where they ship nationwide!
Games 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 elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching. 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/new-books-network
Games 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 elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching. 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/history
Games 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 elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching. 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/science-technology-and-society
Games 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 elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching. 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
Gabe Morency has you covered for another edition of SportsRage Tonight. First - Gunz Picks and Cam are in the mix to break down the NCAA basketball scoreboard and the end of the Lakers vs. Timberwolves game. They keep it rolling with NHL action, and the best college basketball teams this season ATS. Then - Julio Rausseo and Cam are up to talk more NHL, MLS, and Lacrosse. What are their best bets heading into the weekend in the world of sports?
SANDCAST: Beach Volleyball with Tri Bourne and Travis Mewhirter
Welcome back to SANDCAST U, where Madison Fitzpatrick breaks down all things NCAA Beach Volleyball. On this week's episode, Madison goes through the madness in Hawaii, where it was bedlam: USC, UCLA, Stanford, ASU, LMU, Hawaii, and TCU all beating each other up. Nobody came unscathed -- and it was AWESOME! SHOOTS! *** WE'VE GOT NEW MERCH! Check it out here!! Get 20 PERCENT off all Wilson products with our code, SANDCASTVB. https://www.wilson.com/en-us/volleyball Want to get better at beach volleyball? Use our discount code, SANDCAST, and get 10 percent off all Better at Beach products! We are FIRED UP to announce that we've signed on for another year with Athletic Greens! Get a FREE year's supply of Vitamin D by purchasing with that link. If you want to receive our SANDCAST weekly newsletter, the Beach Volleyball Digest, which dishes all the biggest news in beach volleyball in one quick newsletter, head over to our website and subscribe! We'd love to have ya! https://www.sandcastvolleyball.com/
Can experimenting with game design increase our chances of finding a cure for cancer? Cancer is crafty, forcing us to be just as clever in our efforts to outfox it—and we've made excellent progress, but is it time for a new play in the playbook? In Gaming Cancer: How Building and Playing Video Games Can Accelerate Scientific Discovery (MIT Press, 2025), Jeff Yoshimi proposes a new approach to fighting an increasingly exhausting war. By putting the work of cancer research into the hands of nonspecialists, Yoshimi believes, we can accelerate the process of outgaming the disease once and for all. Gamers have already used “serious games” to discover new galaxies, digitize ancient texts, decode viruses, and solve theoretical problems in neuroscience. Cancer is a multilayered threat, and our best bet at overcoming it is via more minds working in concert. Gaming Cancer is an instruction manual for engineering games that motivate users to strain and sweat to find cancer cures. It integrates game design with research in cancer biology, data visualization techniques, and developments in cognitive science and AI while remaining sensitive to the limitations of citizen science and ethical concerns. Yoshimi sees in cutting-edge game technology the potential to educate and empower people to outwit cancer, an indirect route to richer science literacy that draws on the boundless resources of the mind. This book offers anyone invested in beating this seemingly intractable disease a concrete playbook that combines real science with creative vision in an effort to defeat the boss monster, cancer. 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/new-books-network
Ben, Louis, and Taylor discuss the iRacing 12 hours of Bathurst, the latest NASCAR 25 Dev Diary, LMU new GT3 DLC, and Taylor is interviewing eNASCAR winner Kollin Keister.
Can experimenting with game design increase our chances of finding a cure for cancer? Cancer is crafty, forcing us to be just as clever in our efforts to outfox it—and we've made excellent progress, but is it time for a new play in the playbook? In Gaming Cancer: How Building and Playing Video Games Can Accelerate Scientific Discovery (MIT Press, 2025), Jeff Yoshimi proposes a new approach to fighting an increasingly exhausting war. By putting the work of cancer research into the hands of nonspecialists, Yoshimi believes, we can accelerate the process of outgaming the disease once and for all. Gamers have already used “serious games” to discover new galaxies, digitize ancient texts, decode viruses, and solve theoretical problems in neuroscience. Cancer is a multilayered threat, and our best bet at overcoming it is via more minds working in concert. Gaming Cancer is an instruction manual for engineering games that motivate users to strain and sweat to find cancer cures. It integrates game design with research in cancer biology, data visualization techniques, and developments in cognitive science and AI while remaining sensitive to the limitations of citizen science and ethical concerns. Yoshimi sees in cutting-edge game technology the potential to educate and empower people to outwit cancer, an indirect route to richer science literacy that draws on the boundless resources of the mind. This book offers anyone invested in beating this seemingly intractable disease a concrete playbook that combines real science with creative vision in an effort to defeat the boss monster, cancer. 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/science-technology-and-society
Since 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 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
SANDCAST: Beach Volleyball with Tri Bourne and Travis Mewhirter
This episode of SANDCAST: Beach Volleyball with Tri Bourne and Travis Mewhirter, features John Mayer and Billy Allen, the longtime hosts of the popular Coach Your Brains Out podcast who, as their success as college coaches shows, know a thing or two about coaching in beach volleyball. Mayer is arguably the best coach in NCAA Beach Volleyball, having taken LMU from the doldrums to the top of the WCC, and nearly to the top of the NCAA. Allen is in his second year as an assistant coach for Stanford. Meanwhile, Mewhirter, serving as a moderator, is in his debut season with Florida State. They chat about all things coaching, including: - Ecological dynamics vs. a more repetition-based approach to coaching - Bruce Lee's philosophy in coaching, emphasizing adaptability above all else - What each of the three coaches has learned thus far in their respective coaching journeys - How to navigate athlete buy-in and understanding And so, so much more. This was such a blast to do, and the Knights of the Coaching Round Table are planning on making this a semi-annual podcast. SHOOTS! *** WE'VE GOT NEW MERCH! Check it out here!! Get 20 PERCENT off all Wilson products with our code, SANDCASTVB. https://www.wilson.com/en-us/volleyball Want to get better at beach volleyball? Use our discount code, SANDCAST, and get 10 percent off all Better at Beach products! We are FIRED UP to announce that we've signed on for another year with Athletic Greens! Get a FREE year's supply of Vitamin D by purchasing with that link. If you want to receive our SANDCAST weekly newsletter, the Beach Volleyball Digest, which dishes all the biggest news in beach volleyball in one quick newsletter, head over to our website and subscribe! We'd love to have ya! https://www.sandcastvolleyball.com/
The Kleefeld Contemporary Art Museum Spring Gallery opening is this Thursday, Feb. 20. From 5:30 p.m. to 8:30 p.m. guests can walk through the galleries, enjoying music, entertainment and a cash bar. Although the event is free, it is recommended to RSVP through the Events & Orgs app on your CSULB Single Sign-on.This week in sports, men's baseball plays Loyola Marymount University at LMU on Tuesday, Feb. 18 starting at 6 p.m. On Thursday, Feb. 20 at 6 p.m., our women's basketball team will play UC Riverside in the Walter Pyramid. Also be played in the Pyramid, on Feb. 21, our undefeated men's volleyball team faces Grand Canyon University at 7 p.m. Lastly, on Saturday, Feb. 22, watch men's basketball play UC Santa Barbara at 4 p.m. in the Walter Pyramid.Long Beach has started giving out free food carts to keep street vendors safe and healthy. The goal is to be able to give out 40 free carts so vendors don't have to wait for pop-ups or events to showcase their food. The offer for free carts was posted in late August 2024 and since then there have been 36 applicants. The first two of the applicants approved were Anita McCoy and Ashley Arnold. McCoy is the owner of Lucky Bees, a cart that serves hot dogs and pastrami. Arnold owns Ladie Kakes, selling treats on the go.This week Southern California experienced the heaviest rainfall of the season. The storm caused debris flow and mudslides, especially in areas impacted by recent fires. In anticipation of mudslides following the Palisades fire, parts of the Pacific Coast Highway are currently closed from Santa Monica to Malibu. There are many other road closures due to the storm and travelers are advised to be alert of road closures and alternate routes.Last week President Trump announced that the Gulf of Mexico is recognized as the Gulf of America in the U.S. and its navigation apps. The Gulf remains identified as the Gulf of Mexico by all other countries. Following the name change, the Trump administration banned the Associated Press from the Oval Office and Air Force One saying that the AP's continued use of the Gulf of Mexico, “is not just divisive, but it also exposes the Associated Press' commitment to misinformation.”On Friday, Feb. 14, a drone punctured the protective shell that covers the Chernobyl nuclear plant in Ukraine. The drone was armed with a warhead, which caused fear in the area notorious for its 1986 disaster. Russia and the Kremlin deny responsibility. Levels of radiation in Kyiv are normal as the drone did not pierce the inner containment shell.Host: Linsey TowlesEditor: Aidan SwanepoelProducers: El Nicklin, Aidan SwanepoelLike, comment, and follow us on your favorite platform for more content!Apple Podcastshttps://podcasts.apple.com/us/podcast/long-beach-current-podcasts/id1488484518Spotifyhttps://open.spotify.com/show/4HJaqJep02kHeIQy8op1n1Overcasthttps://overcast.fm/itunes1488484518/long-beach-current-podcasts
We are witnessing the collapse of the postwar consensus, the implosion of the caring society. In times of social, economic, and political insecurity, egotism spreads. Many popular videogames follow a logic of consumerist self-gratification and self-empowerment. Deeply political, videogames contribute to the transformation of players, causing a need for change in what game designers do and how and why they do it. Awareness of the socio-political and cultural contexts can be promoted by the mainstream videogame market for critical active participation. A New Virtual Ethics: Interconnectedness and Interrelationality in Videogames (McFarland, 2024) focuses on the need for individual self-realization in Western societies and how it manifests in the various dimensions of videogames. Videogames remind us that we can never be isolated in a world defined by complexity and interlaced systems. Connecting videogames and new Neo-Kantian virtual ethics builds upon notions of agency, mutual respect, and obligation. This addresses humans in their entirety as thinking, acting, and feeling agents through engagement, immersion, and involvement. 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/new-books-network
Gonzaga takes care of business against LMU and Pacific to keep pace in the WCC standings. Up next, the Zags face San Francisco. Will the lads get back to their usually three point proficiency? Or simply overpower the Dons inside? We'll tell ya. Yvonne Ejim becomes the Gonzaga Women's all-time leading scorer while leading the lady Zags on an 11 game unbeaten streak. Who's next? We'll tell ya! Patreon.com/freeirabrown
Zags notch a pair of victories against LMU and Pacific. Still not quite firing on all cylinders, but wins are wins.Huge showdown with USF Thursday night in the Kennel. WCC standings ramifications loom large and the Zags need to take care of business.Bracket updates, Super Bowl recap, and the sad, sad state of Coop's favorite teams.
Narrative strategies, immersion, interaction, participation, identification, multimodality, characters and the connection between physical and fictional or virtual worlds: the fields of inquiry into the complex relationship between live performance and video games are numerous and diverse. For the first time, Live Performance and Video Games: Inspirations, Appropriations and Mutual Transfers (Transcript Publishing, 2024) brings together international researchers and artists to explore this relationship in a variety of essays. The contributors to this volume focus on reciprocal inspirations, appropriations and transfers applied by theatre artists, game designers and researchers. They analyze several artistic forms such as VR performance, immersive theatre, speedrunning or game theatre. 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/new-books-network
Narrative strategies, immersion, interaction, participation, identification, multimodality, characters and the connection between physical and fictional or virtual worlds: the fields of inquiry into the complex relationship between live performance and video games are numerous and diverse. For the first time, Live Performance and Video Games: Inspirations, Appropriations and Mutual Transfers (Transcript Publishing, 2024) brings together international researchers and artists to explore this relationship in a variety of essays. The contributors to this volume focus on reciprocal inspirations, appropriations and transfers applied by theatre artists, game designers and researchers. They analyze several artistic forms such as VR performance, immersive theatre, speedrunning or game theatre. 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/performing-arts
Gonzaga blows yet another opportunity for a quad one win with a particularly excruciating loss in Moraga on Saturday. We're easy-going, happy-go-lucky sports fans so this pod isn't at all melancholy, depressing, or sad. Or is it?! Can Gonzaga still win the WCC regular season title? No. Can they still get a 5 or a 6 seed in the big dance? . . . maybe. Hope springs eternal, even from the pit of despair. Yvonne Ejim is poised to break all the records and the Gonzaga women remain on a hot streak with two more conference wins to remain in 1st place in the WCC. Let's hug it out, friends! patreon.com/freeirabrown
This month we are starting a series called “Leading from Where You Are.” Throughout these episodes, we are diving deep into leadership within the veterinary field, exploring it from various perspectives—whether you're a seasoned practitioner, a student, or an expert in leadership. We'll discuss why it's crucial to embrace leadership no matter where you are in your career, reflecting on lessons we'd give our younger selves, and exploring ways to grow and lead more effectively. Our guest today is Tara Barron. Tara is a fourth-year veterinary student at LMU, the current SAVMA president and the brilliance behind the idea for this series. We had the best time learning from her leadership journey and are so thrilled to share it with you. We want to share a big thank you to our sponsor CareCredit. You can learn more about Veterinary Patient Financing for Providers through CareCredit by visiting: https://www.carecredit.com/providers/animal-healthcare/ Remember we want to hear from you! Please be sure to subscribe to our feed on Apple Podcasts and leave us a ratings and review. You can also contact us at MVLPodcast@avma.org Follow us on social media @AVMAVets #MyVetLife #MVLPodcast
The Dedeaux Download podcast, part of the Peristyle Podcast family of shows, returns after a lengthy hiatus as the college baseball season approaches. Shotgun Spratling and Jack Smith are back to break down the latest news and developments around the USC baseball program, including the continued rebuild of Dedeaux Field and the move to the Big Ten Conference, which means the Trojan road warriors will be playing even farther from home this season. The podcasting duo look at the different angles of a second season on the road and the move to the Big Ten Conference, where the Trojans have been picked anywhere from fourth to 11th in an unofficial poll of other Big Ten coaches. They also look at what USC needs to do to get over the hump to make a regional after being oh so close in each of the first two seasons under head coach Andy Stankiewicz. Shotgun and Jack also take a look back to the 2024 season to assess what went well, where the Trojans are set up for success in 2025 and where they'll have to make improvements with a roster that saw a lot of turnover. USC head coach Andy Stankiewicz then joins the Dedeaux Download to talk about another season of unique challenges for the Trojans, but one that should come with a little more familiarity than last season when there were adjustments routinely being made on the fly as USC played at Great Park in Orange County and LMU's Page Stadium. Stankiewicz talks about how the program has to keep progressing forward rather than taking a step back, no matter what challenges they face. He also discusses building a non-conference schedule, the challenges the Big Ten move will present and the hire of experienced pitching coach Sean Allen, who will give the Trojans a little more familiarity when they enter Big Ten play and have to travel east to Michigan, Indiana, Penn State and Minnesota. Please review, rate and subscribe to the Peristyle Podcast on Apple Podcasts! Make sure you check out USCFootball.com for complete coverage of this USC Trojans basketball and football teams. 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
The Ringer's Tate Frazier is joined by Eamonn Brennan to discuss the unanimous vote that selected Auburn as no. 1 in the country, Alabama's victory in an exciting matchup against Kentucky, Mike Woodson's big weekend, Illinois–Michigan State, West Virginia upsetting Iowa State, the return of Rick Pitino and St. John's to the rankings, and more (1:19). Then Tate shares some of his "executive orders" to improve college basketball before closing the show with some shout-outs, including for Mick Cronin's message of the week, Ace Bailey's 30 points in 30 minutes, Dan Hurley's sideline antics, Tate and Kyle's courtside experience at LMU, and more (45:25)! Host: Tate Frazier Guest: Eamonn Brennan Producer: Kyle Crichton The Ringer is committed to responsible gaming. Please visit www.rg-help.com to learn more about the resources and helplines available. Learn more about your ad choices. Visit podcastchoices.com/adchoices
The Tabletop Revolution: Gaming Reimagined in the 21st Century (McFarland, 2023) is an overview of the ongoing revolution in tabletop gaming design and culture, which exploded to unprecedented levels of vitality in the 21st century, leading to new ways of creating, marketing, and experiencing a game. Designers have become superstars, publishers have improved quality control, and the community of players is expanding. Most importantly, new and old players have started engaging with the games in a more meaningful way. The book explores the reasons for these changes. It describes how games have begun to keep players engaged until the end. It analyzes the ways in which traditional mechanics have been reimagined to give them more variety and complexity, and reviews the unprecedented mechanics found and perfected. Very interesting is the exploration of how games have performed novel tasks such as reducing conflict, fostering cooperation, creating aesthetic experiences, and telling stories. The book is aimed at scholars, dedicated and aspiring fans, and game designers who want to expand their toolbox with the most up-to-date innovations in the profession. 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/new-books-network
Have you adopted scripts around the terms feminine and masculine? Today we unpack Chapter 8 of Richard's book, Eager to Love, entitled "Lightness of Heart and Firmness of Foot: The integration of Feminine and Masculine", and we ask for our listener's grace as we imperfectly grapple with a subject inherently challenging to define. The conversation delves into the integration of masculine and feminine energies within the context of spirituality, particularly through the lens of the Franciscan tradition. Richard and our hosts explore how cultural influences shape our definitions, how terms like masculine and feminine can easily be confused for gender, and the revolutionary approach of Francis of Assisi in breaking free from traditional norms. We're then joined by two incredible voices in the world of liberation psychology and contemplative spirituality, Jennifer Abe and Douglas Christie, who share their personal journeys and insights, emphasizing the interconnectedness of life and the need for openness to mystery and transformation. Jennifer Shimako Abe earned her PhD in clinical psychology from UCLA and has been on the faculty of the Department of Psychological Science at Loyola Marymount University since 1994. Her experience in Central and South America drew her to the work of Jesuit priest and social psychologist, Fr. Ignacio Martin-Baró, SJ and the field he founded, liberation psychology. The principles of liberation psychology have guided her research in different areas, including how the practice of cultural humility relates to institutional and social transformation, and how culturally rooted, community-defined evidence practices are critical for addressing mental health disparities across diverse communities. In 2024, she helped lead a commission on Student Spiritual Growth and Mental Health: Toward a Hope-Filled Future for Jesuit institutions in North America. Jennifer is currently the interim director for the Marymount Institute for Faith, Culture, and the Arts at LMU, leading efforts to strengthen the legacy of the women religious and the Marymount educational tradition at her institution. Across different leadership roles, Jennifer has been committed to working at the intersections of culture, spirituality, and justice in the context of Ignatian values and the Jesuit educational mission. Douglas E. Christie is Professor Emeritus in the Theological Studies Department at Loyola Marymount University in Los Angeles. He is the author of The Word in The Desert: Scripture and the Quest for Holiness in Early Christian Monasticism (Oxford, 1993), The Blue Sapphire of the Mind: Note for a Contemplative Ecology (Oxford, 2012), and The Insurmountable Darkness of Love: Mysticism, Loss and the Common Life (Oxford, 2022). He has been awarded fellowships from the Luce Foundation, the Lilly Foundation and the National Endowment for the Humanities. From 2013-2015 he served as Co-director of the Casa de la Mateada study abroad program in Córdoba, Argentina, a program rooted in the Jesuit vision of education for solidarity. He lives with his family in Los Angeles and is currently working on a book about the desert as spiritual landscape. Hosted by CAC Staff: Mike Petrow, and Paul Swanson Resources: A PDF of the transcript for this episode can be found here. Grab a copy of Eager to Love here. To learn more about the work of Jennifer Abe, visit here. For more by Douglas Christie, visit the following: Wasting Time Conscientiously, What is Contemplation
The surprising history of the Commodore 64, the best-selling home computer of the 1980s—the machine that taught the world that computing should be fun. The Commodore 64 (C64) is officially the best-selling desktop computer model of all time, according to The Guinness Book of World Records. It was also, from 1985 to 1993, the platform for which most video games were made. But although it sold at least twice as many units as other home computers of its time, such as the Apple II, ZX Spectrum, or Commodore Amiga, it is strangely forgotten in many computer histories. In Too Much Fun: The Five Lives of the Commodore 64 Computer (MIT Press, 2024), Jesper Juul argues that the C64 was so popular because it was so versatile, a machine developers and users would reinvent again and again over the course of 40 years. First it was a serious computer, next a game computer, then a computer for showcasing technical brilliance (graphical demos using the machine in seemingly impossible ways), then a struggling competitor, and finally a retro device whose limitations are now charming. The C64, Juul shows, has been ignored by history because it was too much fun. Richly illustrated in full color, this book is the first in-depth examination of the C64's design and history, and the first to integrate US and European histories. Containing interviews with Commodore engineers as well as an insightful look at C64 games, music, and software, Too Much Fun will appeal to those who used a Commodore 64, those interested in the history of computing and video games and computational literacy, or just those who wish their technological devices would last longer. 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/new-books-network
Kicking of 2025 with one of my favorite humans in Hollywood, Lynnette Ramirez. A friend and mentor, she is also a powerhouse producer, development executive, and champion of underrepresented voices. Lynnette graduated from LMU's screenwriting undergrad program and began her career in development at Sean Connery's Fountainbridge Films, working on films such as “Entrapment” and “Finding Forrester”. In 2002, she launched a production company named Vida Films that produced two independent features: “The Blue Hour” starring Alyssa Milano and “2 Days” starring Paul Rudd and Adam Scott. In 2007, Lynnette became SVP of Development and Production for George Lopez Presents housed at Warner Bros. During her tenure, she produced several projects including the Nickelodeon hit original movie “Mr. Troop Mom”. She is currently the President of Bassett Vance Productions, where Lynnette isn't just creating content - she's creating opportunities. She's also a writer, having sold romantic comedy screenplays to Walt Disney and Lionsgate Studios. From her roots as an independent filmmaker to her current role nurturing women and BIPOC voices, Lynnette is not just breaking barriers, but demolishing them completely! xx