Podcasts about lmu

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Latest podcast episodes about lmu

New Books Network
Stefan Höltgen et al., "Commodore 64: Past, Present, and Future of a Home Computer" (Projekt Verlag, 2026)

New Books Network

Play Episode Listen Later Jul 20, 2026 27:49


The Commodore 64 is the most significant computer of its era. From 1982 to 1994, a total of 27 million units were sold—more than any other computer from a single manufacturer afterwards. Due to its widespread use as well as its techni­cal features, the C64 has a huge international following—even to this day. The 19 contributions compiled in Commodore 64: Past, Present, and Future of a Home Computer (Projekt Verlag, 2026) illustrate the significance of the platform for the digitalization of society, the general public's computer science knowledge, as well as digital art and culture—both in the past, present, and also in the future. Volume 5 of the »Computer Archaeology« series is partly based on the confer­ence of the same name held in 2024 at the University of Bonn and has here been supplemented with additional contributions from the fields of artificial intelli­gence, quantum computing, and digital humanities. 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

New Books in Communications
Stefan Höltgen et al., "Commodore 64: Past, Present, and Future of a Home Computer" (Projekt Verlag, 2026)

New Books in Communications

Play Episode Listen Later Jul 20, 2026 27:49


The Commodore 64 is the most significant computer of its era. From 1982 to 1994, a total of 27 million units were sold—more than any other computer from a single manufacturer afterwards. Due to its widespread use as well as its techni­cal features, the C64 has a huge international following—even to this day. The 19 contributions compiled in Commodore 64: Past, Present, and Future of a Home Computer (Projekt Verlag, 2026) illustrate the significance of the platform for the digitalization of society, the general public's computer science knowledge, as well as digital art and culture—both in the past, present, and also in the future. Volume 5 of the »Computer Archaeology« series is partly based on the confer­ence of the same name held in 2024 at the University of Bonn and has here been supplemented with additional contributions from the fields of artificial intelli­gence, quantum computing, and digital humanities. 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/communications

New Books in Science, Technology, and Society
Stefan Höltgen et al., "Commodore 64: Past, Present, and Future of a Home Computer" (Projekt Verlag, 2026)

New Books in Science, Technology, and Society

Play Episode Listen Later Jul 20, 2026 27:49


The Commodore 64 is the most significant computer of its era. From 1982 to 1994, a total of 27 million units were sold—more than any other computer from a single manufacturer afterwards. Due to its widespread use as well as its techni­cal features, the C64 has a huge international following—even to this day. The 19 contributions compiled in Commodore 64: Past, Present, and Future of a Home Computer (Projekt Verlag, 2026) illustrate the significance of the platform for the digitalization of society, the general public's computer science knowledge, as well as digital art and culture—both in the past, present, and also in the future. Volume 5 of the »Computer Archaeology« series is partly based on the confer­ence of the same name held in 2024 at the University of Bonn and has here been supplemented with additional contributions from the fields of artificial intelli­gence, quantum computing, and digital humanities. 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

New Books in Technology
Stefan Höltgen et al., "Commodore 64: Past, Present, and Future of a Home Computer" (Projekt Verlag, 2026)

New Books in Technology

Play Episode Listen Later Jul 20, 2026 27:49


The Commodore 64 is the most significant computer of its era. From 1982 to 1994, a total of 27 million units were sold—more than any other computer from a single manufacturer afterwards. Due to its widespread use as well as its techni­cal features, the C64 has a huge international following—even to this day. The 19 contributions compiled in Commodore 64: Past, Present, and Future of a Home Computer (Projekt Verlag, 2026) illustrate the significance of the platform for the digitalization of society, the general public's computer science knowledge, as well as digital art and culture—both in the past, present, and also in the future. Volume 5 of the »Computer Archaeology« series is partly based on the confer­ence of the same name held in 2024 at the University of Bonn and has here been supplemented with additional contributions from the fields of artificial intelli­gence, quantum computing, and digital humanities. 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

New Books in Popular Culture
Stefan Höltgen et al., "Commodore 64: Past, Present, and Future of a Home Computer" (Projekt Verlag, 2026)

New Books in Popular Culture

Play Episode Listen Later Jul 20, 2026 27:49


The Commodore 64 is the most significant computer of its era. From 1982 to 1994, a total of 27 million units were sold—more than any other computer from a single manufacturer afterwards. Due to its widespread use as well as its techni­cal features, the C64 has a huge international following—even to this day. The 19 contributions compiled in Commodore 64: Past, Present, and Future of a Home Computer (Projekt Verlag, 2026) illustrate the significance of the platform for the digitalization of society, the general public's computer science knowledge, as well as digital art and culture—both in the past, present, and also in the future. Volume 5 of the »Computer Archaeology« series is partly based on the confer­ence of the same name held in 2024 at the University of Bonn and has here been supplemented with additional contributions from the fields of artificial intelli­gence, quantum computing, and digital humanities. 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

The Basketball Podcast
Aarika Hughes on LMU's Championship Turnaround (EP433)

The Basketball Podcast

Play Episode Listen Later Jul 15, 2026 57:34


Loyola Marymount Women's Basketball Head Coach Aarika Hughes shares the coaching philosophy and leadership principles that led LMU to its first outright West Coast Conference Regular Season Championship since 2004.Coach Hughes breaks down the habits, systems, and culture shifts that transformed the program, including simplifying scouting reports, implementing a "Joy Drill," developing players through constraints-based coaching, and creating a solution-focused environment where players can thrive. She emphasized the importance of "stick-with-it-ness" and patient administration support throughout her five-year journey building the program. Hughes explained her coaching philosophy of keeping things simple and consistent, including simplified scouting reports, focused practice plans, and her solution-oriented approach to coaching, particularly in handling mistakes and developing players' decision-making skills. The conversation covered Hughes's defensive strategy changes, including positionless rotation and high-pressure defense, as well as her approach to player development through customized training and constraints-based coaching. She guided LMU to the West Coast Conference regular season championship—the program's first outright title since 2003-04—with a 15-3 conference record, the best in school history. The team recorded 21 overall wins, tying for the second-most in a single season, and completed a nine-game winning streak, the longest since 2003-04. For her leadership, Hughes was named WCC Coach of the Year, only the second coach in program history to earn the honor.

WDR 5 Diesseits von Eden - ganze Sendung
Diesseits von Eden Ganze Sendung (05.07.2026)

WDR 5 Diesseits von Eden - ganze Sendung

Play Episode Listen Later Jul 5, 2026 38:59


1. Vor dem CSD: Katholische Queers müssen immer noch kämpfen 2. Kommentar: Viel Geduld gehabt mit Ultra-Konservativen. Vatikan und Piusbrüder 3. Wer Bab war und warum Bahai ihn verehren 4. "Mission ist auch Kundenakquise" - Interview Prof. Michael Hochgeschwender, LMU, zu USA und Religion 5. Schwieriger Schulalltag. Verband jüdischer Lehrkräfte gegründet. Interview Vorstandsmitglied Mascha Kogan 6. Unsinn und Sinn Moderation: Gerald Beyrodt Von WDR 5.

Fotografie Neu Denken. Der Podcast.
LIVE VOR ORT: Institut für Kunstgeschichte der LMU München

Fotografie Neu Denken. Der Podcast.

Play Episode Listen Later Jun 26, 2026 54:45 Transcription Available


Ist schon alles gedruckt, gezeigt und gesagt? Oder etwa doch nicht? Was macht ein Fotobuch im Jahr 2026 relevant, wenn Bilder zunehmend digital und durch KI generiert werden? Und brauchen wir ein nationales Institut für gedruckte Fotobücher? Ein LIVE-Gespräch im neuen Format des Podcasts »Fotografie Neu Denken« aus der Bibliothek des Instituts für Kunstgeschichte der Ludwigs Maximilians Universität München. Zwischen geschichtsträchtigen Regalen und den Gold-Gewinnern des Deutschen Fotobuchpreises des Jahrganges 25/26 geht es zum Beispiel um die Frage: Erleben wir einen Backslash zur klassischen analogen Ästhetik oder blickt die nächste Generation ganz neu auf das Medium? Drei Generationen, drei Perspektiven – von der Theorie über die Lehre bis hin zu über 10.000 gesammelten Büchern in der eigenen Wohnung. Ein Gespräch über Papier, Pixel und Identität. Mit dabei: Dr. Helene Roth ist wissenschaftliche Mitarbeiterin am Institut für Kunstgeschichte der LMU und frisch gebackene Goldmedaillen-Gewinnerin des Fotobuchpreises in der Kategorie »Fototheorie und Essayistik«. Zudem wird sie im nächsten Jahr die Fotobuchpreis-Jury verstärken. https://www.lmu.de/kunstwissenschaften/de/faecher/kunstgeschichte/ Lotte Reimann hat seit 2025 die Professur für »Fotografie und Identität« an der Hochschule München inne und ist in diesem Jahr Teil der Jury vom Deutschen Fotobuchpreis. https://design.hm.edu/kontakte_de/phonebook_detailseite_103947.de.html https://www.lottereimann.de https://www.instagram.com/lotte.reimann/ https://femxphotographers.org Hans Michael Koetzle. Er begleitet das Fotobuch seit Jahrzehnten wie kaum ein anderer, ist Kulturpreisträger der DGPh und besitzt weit über 10.000 Fotobücher in seiner Münchner Wohnung. Er ist auch dieses Jahr Teil der Jury vom Deutschen Fotobuchpreis. Moderation: Andy Scholz und Martin Rosner ​- - - Episoden-Cover-Gestaltung: Andy Scholz Episoden-Cover-Foto/Grafik: Andy Scholz - - - Link zu unserem Newsletter: https://deutscherfotobuchpreis.de/newsletter/ - - - Idee, Produktion, Redaktion, Moderation, Schnitt, Ton, Musik: Andy Scholz Der Podcast ist eine Produktion von STUDIO ANDY SCHOLZ 2020-2026. Andy Scholz wurde 1971 in Varel geboren. Er studierte Philosophie und Medienwissenschaften an der Universität Düsseldorf, Kunst und Design an der HBK Braunschweig und Fotografie/Fototheorie an der Folkwang Universität der Künste in Essen. Er ist freier Künstler, Autor und Dozent. Seit 2012 unterrichtet er an verschiedenen Instituten, u.a.: Universität Regensburg, Fachhochschule Würzburg, North Dakota State University in Fargo (USA), Philipps-Universität Marburg, Ruhr Universität Bochum, Pädagogische Hochschule Ludwigsburg. 2016 wurde er in die Deutsche Gesellschaft für Photographie (DGPh) berufen. Seit 2016 ist er künstlerischer Leiter und Kurator vom INTERNATIONALEN FESTIVAL FOTOGRAFISCHER BILDER, das er gemeinsam mit Martin Rosner gründete. Im ersten Lockdown im Juni 2020 begann er mit dem Podcast und seit 2022 ist er Organisationsleiter vom Deutschen Fotobuchpreis, der ins INTERNATIONALE FESTIVAL FOTOGRAFISCHER BILDER in Regensburg integriert wurde. Er lebt und arbeitet in Essen (Ruhrgebiet). https://fotografieneudenken.de/ https://www.instagram.com/fotografieneudenken/ https://festival-fotografischer-bilder.de/ https://www.instagram.com/festivalfotografischerbilder/ https://deutscherfotobuchpreis.de/ https://www.instagram.com/deutscher_fotobuchpreis/ https://andyscholz.com/ https://www.instagram.com/scholzandy/

Bleav in Rams
Is WR3 Becoming Less Important?! Hard to Learn Sean McVay's playbook?! Plus Rookie Ty Simpson's Unique Study Routine

Bleav in Rams

Play Episode Listen Later Jun 24, 2026 31:47


The Rams have announced training camp dates at LMU, Aaron Donald retirement rumors STILL gaining momentum, and Sean McVay's offense may be undergoing its biggest evolution yet. On this episode of Bleav in Rams presented by Fanduel, Erin Coscarelli and Rams' Super Bowl champion offensive tackle Rob Havenstein discuss one of the most fascinating trends from last season: the Rams' surprising dominance out of 13 personnel. After leading the NFL with 41 explosive plays from three-tight-end sets, are the Rams moving away from their traditional 11-personnel roots? Why does Sean McVay suddenly trust multiple tight ends, and what does it mean for the future of the WR3 position? We also dive into the development of Terrance Ferguson, the addition of rookie Max Klare, and why the Rams may view their young tight ends as key pieces in the next evolution of the offense. Plus, rookie quarterback Ty Simpson has revealed his unique method for mastering Sean McVay's notoriously complex playbook. Havenstein shares firsthand insight into what makes McVay's offense so difficult to learn, how players process information, and the techniques that helped him succeed in the system. Topics we tackle: Why 13 personnel became the Rams' secret weapon Terrance Ferguson's Year 2 outlook Max Klare vs. Terrance Ferguson: same position, different skill sets ️ Rob Havenstein's insight on the future of the Rams offense Subscribe, rate, and review Bleav in Rams presented by FanDuel. Hosted by Simplecast, an AdsWizz company. See https://pcm.adswizz.com for information about our collection and use of personal data for advertising.

Bleav in Eagles
Is WR3 Becoming Less Important?! Hard to Learn Sean McVay's playbook?! Plus Rookie Ty Simpson's Unique Study Routine

Bleav in Eagles

Play Episode Listen Later Jun 24, 2026 31:47


The Rams have announced training camp dates at LMU, Aaron Donald retirement rumors STILL gaining momentum, and Sean McVay's offense may be undergoing its biggest evolution yet. On this episode of Bleav in Rams presented by Fanduel, Erin Coscarelli and Rams' Super Bowl champion offensive tackle Rob Havenstein discuss one of the most fascinating trends from last season: the Rams' surprising dominance out of 13 personnel. After leading the NFL with 41 explosive plays from three-tight-end sets, are the Rams moving away from their traditional 11-personnel roots? Why does Sean McVay suddenly trust multiple tight ends, and what does it mean for the future of the WR3 position? We also dive into the development of Terrance Ferguson, the addition of rookie Max Klare, and why the Rams may view their young tight ends as key pieces in the next evolution of the offense. Plus, rookie quarterback Ty Simpson has revealed his unique method for mastering Sean McVay's notoriously complex playbook. Havenstein shares firsthand insight into what makes McVay's offense so difficult to learn, how players process information, and the techniques that helped him succeed in the system. Topics we tackle: Why 13 personnel became the Rams' secret weapon Terrance Ferguson's Year 2 outlook Max Klare vs. Terrance Ferguson: same position, different skill sets ️ Rob Havenstein's insight on the future of the Rams offense Subscribe, rate, and review Bleav in Rams presented by FanDuel. Hosted by Simplecast, an AdsWizz company. See https://pcm.adswizz.com for information about our collection and use of personal data for advertising.

In the Club by Club Colors
What College Students Actually Need Today

In the Club by Club Colors

Play Episode Listen Later Jun 18, 2026 31:16


What does it actually take to create a campus where students feel supported, seen, and connected? In Part 2, we continue our discussion with Briana Maturi and Trinity Jones from Loyola Marymount University, diving deeper into the emotional side of student affairs, campus culture, and the behind-the-scenes work that shapes the student experience. From late-night student conversations to finals-week decompression zones filled with pancakes, popcorn, and hot chocolate, this episode highlights the small moments that leave lasting impact on students long after graduation. Briana shares what 20 years in higher education has taught her about leadership, mission-driven work, and adapting to changing student needs, while Trinity reflects on transitioning from graduate student to full-time student affairs professional and creating spaces where students truly feel like they belong. Connect with Briana Maturi: https://www.linkedin.com/in/brianamaturi/ Connect with Trinity Jones: https://www.linkedin.com/in/trinity-jones000/ If you need branded solutions for your events, giveaways and employee engagement, check out Club Colors: https://www.clubcolors.com

New Books Network
Alexander Vandewalle, "Characters and Characterization in Mythological Video Games" (Bloomsbury, 2026)

New Books Network

Play Episode Listen Later Jun 18, 2026 54:24


The first book-length study on mythology reception in video games, Characters and Characterization in Mythological Video Games (Bloomsbury, 2026) examines how video games characterize mythological characters from the perspectives of classical reception and game studies. Characters are vital to most stories, and many video games. They allow us to enter the fiction of a game, and facilitate our embodiment in the game world. Over time, what are initially blank slates transform into fictional existents with well-developed personalities and goals. In this context, narratology uses the term 'characterization' to refer to how character traits are ascribed to the entities we call 'characters'. How does characterization operate in games? How do players impact this process? How is mythology transformed by video games? What can games 'do' that other media cannot? After establishing a theoretical framework, this book moves to six case studies that each analyze mythological characters in a particular game: Smite, Assassin's Creed Odyssey, Immortals Fenyx Rising, God of War, Theseus and Asgard's Wrath 2. The scope of these studies is diverse, incorporating examples from mainstream, indie and virtual reality gaming. While the book's main focus lies with Greco-Roman mythology, it also includes games with Norse and Egyptian settings, or with playable characters from a wide range of international mythological traditions. Through these case studies, Alexander Vandewalle leads his readers to an understanding of different modalities or 'languages' of mythology reception in games. He argues for a striking diversity in mythological games and their characters, and illuminates how the relationship between games and antiquity is fundamentally one of continuous dialogue and play. 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

New Books in Literary Studies
Alexander Vandewalle, "Characters and Characterization in Mythological Video Games" (Bloomsbury, 2026)

New Books in Literary Studies

Play Episode Listen Later Jun 18, 2026 54:24


The first book-length study on mythology reception in video games, Characters and Characterization in Mythological Video Games (Bloomsbury, 2026) examines how video games characterize mythological characters from the perspectives of classical reception and game studies. Characters are vital to most stories, and many video games. They allow us to enter the fiction of a game, and facilitate our embodiment in the game world. Over time, what are initially blank slates transform into fictional existents with well-developed personalities and goals. In this context, narratology uses the term 'characterization' to refer to how character traits are ascribed to the entities we call 'characters'. How does characterization operate in games? How do players impact this process? How is mythology transformed by video games? What can games 'do' that other media cannot? After establishing a theoretical framework, this book moves to six case studies that each analyze mythological characters in a particular game: Smite, Assassin's Creed Odyssey, Immortals Fenyx Rising, God of War, Theseus and Asgard's Wrath 2. The scope of these studies is diverse, incorporating examples from mainstream, indie and virtual reality gaming. While the book's main focus lies with Greco-Roman mythology, it also includes games with Norse and Egyptian settings, or with playable characters from a wide range of international mythological traditions. Through these case studies, Alexander Vandewalle leads his readers to an understanding of different modalities or 'languages' of mythology reception in games. He argues for a striking diversity in mythological games and their characters, and illuminates how the relationship between games and antiquity is fundamentally one of continuous dialogue and play. 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/literary-studies

New Books in Intellectual History
Alexander Vandewalle, "Characters and Characterization in Mythological Video Games" (Bloomsbury, 2026)

New Books in Intellectual History

Play Episode Listen Later Jun 18, 2026 54:24


The first book-length study on mythology reception in video games, Characters and Characterization in Mythological Video Games (Bloomsbury, 2026) examines how video games characterize mythological characters from the perspectives of classical reception and game studies. Characters are vital to most stories, and many video games. They allow us to enter the fiction of a game, and facilitate our embodiment in the game world. Over time, what are initially blank slates transform into fictional existents with well-developed personalities and goals. In this context, narratology uses the term 'characterization' to refer to how character traits are ascribed to the entities we call 'characters'. How does characterization operate in games? How do players impact this process? How is mythology transformed by video games? What can games 'do' that other media cannot? After establishing a theoretical framework, this book moves to six case studies that each analyze mythological characters in a particular game: Smite, Assassin's Creed Odyssey, Immortals Fenyx Rising, God of War, Theseus and Asgard's Wrath 2. The scope of these studies is diverse, incorporating examples from mainstream, indie and virtual reality gaming. While the book's main focus lies with Greco-Roman mythology, it also includes games with Norse and Egyptian settings, or with playable characters from a wide range of international mythological traditions. Through these case studies, Alexander Vandewalle leads his readers to an understanding of different modalities or 'languages' of mythology reception in games. He argues for a striking diversity in mythological games and their characters, and illuminates how the relationship between games and antiquity is fundamentally one of continuous dialogue and play. 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/intellectual-history

New Books in Popular Culture
Alexander Vandewalle, "Characters and Characterization in Mythological Video Games" (Bloomsbury, 2026)

New Books in Popular Culture

Play Episode Listen Later Jun 18, 2026 54:24


The first book-length study on mythology reception in video games, Characters and Characterization in Mythological Video Games (Bloomsbury, 2026) examines how video games characterize mythological characters from the perspectives of classical reception and game studies. Characters are vital to most stories, and many video games. They allow us to enter the fiction of a game, and facilitate our embodiment in the game world. Over time, what are initially blank slates transform into fictional existents with well-developed personalities and goals. In this context, narratology uses the term 'characterization' to refer to how character traits are ascribed to the entities we call 'characters'. How does characterization operate in games? How do players impact this process? How is mythology transformed by video games? What can games 'do' that other media cannot? After establishing a theoretical framework, this book moves to six case studies that each analyze mythological characters in a particular game: Smite, Assassin's Creed Odyssey, Immortals Fenyx Rising, God of War, Theseus and Asgard's Wrath 2. The scope of these studies is diverse, incorporating examples from mainstream, indie and virtual reality gaming. While the book's main focus lies with Greco-Roman mythology, it also includes games with Norse and Egyptian settings, or with playable characters from a wide range of international mythological traditions. Through these case studies, Alexander Vandewalle leads his readers to an understanding of different modalities or 'languages' of mythology reception in games. He argues for a striking diversity in mythological games and their characters, and illuminates how the relationship between games and antiquity is fundamentally one of continuous dialogue and play. 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/popular-culture

“Off Press” — The Podcast of LMU Magazine
Episode 61: Allan Deck, S.J.

“Off Press” — The Podcast of LMU Magazine

Play Episode Listen Later Jun 12, 2026 29:14


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.

In the Club by Club Colors
The Hidden Work Behind Student Success in College

In the Club by Club Colors

Play Episode Listen Later Jun 4, 2026 30:56


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.

New Books Network
Amy Thomas, "Copyright, Contract, and Video Games: Terms of Play" (Hart Publishing, 2026)

New Books Network

Play Episode Listen Later May 29, 2026 26:49


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

New Books in Science, Technology, and Society
Amy Thomas, "Copyright, Contract, and Video Games: Terms of Play" (Hart Publishing, 2026)

New Books in Science, Technology, and Society

Play Episode Listen Later May 29, 2026 26:49


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

New Books in Law
Amy Thomas, "Copyright, Contract, and Video Games: Terms of Play" (Hart Publishing, 2026)

New Books in Law

Play Episode Listen Later May 29, 2026 26:49


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

Eins zu Eins. Der Talk
Oliver Rauhut, Paläontologe: "Wissenschaftler mit Presslufthammer"

Eins zu Eins. Der Talk

Play Episode Listen Later May 27, 2026 38:04


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.

Sean Carroll's Mindscape: Science, Society, Philosophy, Culture, Arts, and Ideas
354 | Christian List on Free Will and Levels of Reality

Sean Carroll's Mindscape: Science, Society, Philosophy, Culture, Arts, and Ideas

Play Episode Listen Later May 18, 2026 86:42


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

amazon politics reality professor blog philosophy web fellow wikipedia levels sciences oxford university humanities co director google scholar british academy lmu incogni mindscape american philosophical association lmu munich decision theory academia europaea munich center mathematical philosophy christian list
ISM Perspectives on...
Perspectives on: Trust in Human-AI Collaboration

ISM Perspectives on...

Play Episode Listen Later May 8, 2026 25:02 Transcription Available


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.

Epigenetics Podcast
Epigenetic Signatures During Aging and Cancer (Alena van Bömmel)

Epigenetics Podcast

Play Episode Listen Later May 7, 2026 37:47


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

New Books Network
Stephanie Farnsworth, "Games That Haunt Us: Gothic Game Space as a Living Nightmare" (Bloomsbury, 2026)

New Books Network

Play Episode Listen Later Apr 28, 2026 21:59


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

New Books Network
Michał Mycka, "Games User Research Cookbook: Tools and Techniques for Better Player Experience" (CRC Press, 2026)

New Books Network

Play Episode Listen Later Apr 19, 2026 30:22


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

New Books in Technology
Michał Mycka, "Games User Research Cookbook: Tools and Techniques for Better Player Experience" (CRC Press, 2026)

New Books in Technology

Play Episode Listen Later Apr 19, 2026 30:22


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

Ghizal Hasan Podcast
Matadors' Baseball Pre Game, April 14th, 2026 - Loyola Marymount

Ghizal Hasan Podcast

Play Episode Listen Later Apr 14, 2026 5:12


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.

New Books Network
Peter D. McDonald, "The Impossible Reversal: A History of How We Play" (U Minnesota Press, 2026)

New Books Network

Play Episode Listen Later Apr 11, 2026 31:13


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

New Books in Science, Technology, and Society
Peter D. McDonald, "The Impossible Reversal: A History of How We Play" (U Minnesota Press, 2026)

New Books in Science, Technology, and Society

Play Episode Listen Later Apr 11, 2026 31:13


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

New Books in Popular Culture
Peter D. McDonald, "The Impossible Reversal: A History of How We Play" (U Minnesota Press, 2026)

New Books in Popular Culture

Play Episode Listen Later Apr 11, 2026 31:13


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

Podcasts von Tichys Einblick
Trump rechnet mit Europa ab: NATO vor der Zerreißprobe - TE Wecker am 09.04.2026

Podcasts von Tichys Einblick

Play Episode Listen Later Apr 9, 2026 19:39


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

JAMODI Podcast
Stick To Your Principles | Karron Taylor

JAMODI Podcast

Play Episode Listen Later Mar 27, 2026 8:17


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

JAMODI Podcast
The Motivation Factor | Karron Taylor

JAMODI Podcast

Play Episode Listen Later Mar 26, 2026 13:18


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

JAMODI Podcast
Measure Your Own Success | Karron Taylor

JAMODI Podcast

Play Episode Listen Later Mar 25, 2026 16:28


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

JAMODI Podcast
Protect Their Confidence | Karron Taylor

JAMODI Podcast

Play Episode Listen Later Mar 24, 2026 12:23


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 The Circle
Beware The Ides of March

In The Circle

Play Episode Listen Later Mar 23, 2026 115:43


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.

New Books Network
Carlin Wing, "Bounce: Balls, Walls, and Bodies in Games and Play" (MIT Press, 2026)

New Books Network

Play Episode Listen Later Mar 11, 2026 44:23


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

New Books Network
Kaitlin Tremblay, "Life is Strange" (Boss Fight Books, 2026)

New Books Network

Play Episode Listen Later Mar 9, 2026 12:52


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

New Books Network
Victor Navarro-Remesal, "Zen and Slow Games" (MIT Press, 2026)

New Books Network

Play Episode Listen Later Mar 3, 2026 37:54


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

The Option
Episode 273 - Ashley Clark

The Option

Play Episode Listen Later Feb 26, 2026 124:43


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

Frogs Insider
Hoops Wins, Baseball Gets Broomed

Frogs Insider

Play Episode Listen Later Feb 24, 2026 53:01


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.

New Books Network
Charlotte Reber, "Dragon Age II" (Boss Fight Books, 2026)

New Books Network

Play Episode Listen Later Feb 20, 2026 20:12


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

New Books Network
Rob Gallagher, "Artgames after GamerGate" (Palgrave Macmillan, 2025)

New Books Network

Play Episode Listen Later Feb 6, 2026 27:02


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

New Books Network
Federico Alvarez Igarzábal and Emmanuel Guardiola, "Video Games and Mental Health: Perspectives of Psychology and Game Design" (Transcript Publishing, 2024)

New Books Network

Play Episode Listen Later Jan 31, 2026 30:15


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

The Payton Years
The Game That Broke Roy Hibbert

The Payton Years

Play Episode Listen Later Jan 27, 2026 28:46


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

The Payton Years
The Laws of Gravity

The Payton Years

Play Episode Listen Later Jan 13, 2026 38:39


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

Free Ira Brown! - The Gonzaga Hoops Podcast
Ups and Downs in WCC Dog Days`

Free Ira Brown! - The Gonzaga Hoops Podcast

Play Episode Listen Later Jan 7, 2026 89:56


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!

Free Ira Brown! - The Gonzaga Hoops Podcast
IT'S A BATTLE!! Is "LACKADAISICAL DEFENSE" an Example of Alliteration?!

Free Ira Brown! - The Gonzaga Hoops Podcast

Play Episode Listen Later Jan 2, 2026 88:55


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.

CBS Sports Eye On College Basketball Podcast
These 12 teams CAN WIN the title this season: The Ultimate Mailbag & a whacky Final Four & 1

CBS Sports Eye On College Basketball Podcast

Play Episode Listen Later Dec 26, 2025 116:25


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