The MIT Press Podcast

The MIT Press

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Interviews with authors of MIT Press books.

Recent Episodes

OCT 5, 2026
Soviet Blocks: The Bizarre Puzzle of How Tetris Embraced Western Values with Julien Mailland (MIT Press, 2026)
A geopolitical and legal history of the bestselling videogame Tetris—the stunningly successful game that began in a Soviet research lab monitored by the KGB. Tetris—the game that would take the world by storm—was formally introduced to the West in 1987, at a time when Soviet technology exports were minimal and the Berlin Wall was still standing strong. Far from being a capitalist cultural product, the game had actually been designed in a Soviet computer lab tightly monitored by the KGB, at a time when Ronald Reagan referred to the USSR as the “evil empire.” So, how did Tetris jump the wall to become such a blockbuster? And why does a US company, The Tetris Company (TTC), now own the game, when it was the property of Mother Russia? Why has TTC been able to monopolize both the shape of the pieces which predated Tetris and the very concept of an electronic puzzle game with falling pieces, which flies in the face of traditional copyright law? Why and how have Soviet socialists morphed into hardcore capitalists? In Soviet Blocks: The Bizarre Puzzle of How Tetris Embraced Western Values (MIT Press, 2026), Julien Mailland answers these questions and more, explaining the fascinating history of Tetris’ commercial success as a story of two systems radically opposed in histories, cultures, economics, and politics. Rudolf Thomas Inderst (*1978) enjoys video games since the early 1980s. 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 three PhDs in game studies (LMU Munich, University of Passau & University of Vechta). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm HNU, 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.
36 MIN
SEP 28, 2026
The Player and the Played: From Gamed Capitalism to 21st-Century Fascism with Max Haiven (MIT Press, 2026)
A provocative examination of the ways our economy has been rigged by financialization, and the importance of games to our dangerous political moment. In an age when capitalism feels like an unwinnable game, extreme reactionary ideas and politics are on the rise. The Hunger Games, Game of Thrones, Squid Game and much of reality TV are cultural reflections of a society of relentless, lonely competition, where each of us must become a player: a savvy risk-taker, a miniature corporation of one. But in a gamed economy we players feel played, and new forms of fascism promise harsh justice and revenge. This book theorizes the connections between the financialization of the capitalist economy, the gamification of our lives, and the rising threat of a uniquely twenty-first century form of fascistic politics. From vicious online swarmings to the QAnon conspiracy fantasy, from the siege of the US Capitol to the abuse of “free speech,” The Player and the Played: From Gamed Capitalism to 21st-Century Fascism with Max Haiven (MIT Press, 2026) analyzes the “playgrom” as a new form of extremist violence. Max Haiven explores how “derivative fascisms” both repeat and reinvent the terrors of the past in a financialized form. How have we learned to love the cheats who have power but loathe the cheats without it? It unpacks the worldbuilding (and world-destroying) urge of Silicon Valley. And it poses the urgent question: what is the antifascist game? Rudolf Thomas Inderst (*1978) enjoys video games since the early 1980s. 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 three PhDs in game studies (LMU Munich, University of Passau & University of Vechta). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm HNU, 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.
58 MIN
SEP 13, 2026
Jennifer Hoewe, "Enjoyment Is Breaking News: How We Became Less Informed and More Divided (and How to Fix It)" (MIT Press, 2026)
Why we crave enjoyment from news, how our news use divides us, and what we can do to create better news and more informed citizens. TikTok. Short-form reels. Late-night TV monologues. Podcasts. The way news is delivered has changed dramatically and so has the way we consume it. Now, we no longer look to the news just to learn and be informed; we expect enjoyment as well. In Enjoyment Is Breaking News: How We Became Less Informed and More Divided (and How to Fix It) (MIT Press, 2026), Jennifer Hoewe (Purdue University) explains how and why this shift toward news enjoyment occurred and what we can do to address the information crisis we now face. Evidence shows that enjoyment-driven decisions are leaving us less informed—despite what we might expect—because they lead us to ignore other news that matters. This book explains why we don’t always select the best sources of news, how we respond to the news sources we do select, and how that information impacts our political knowledge and decisions. Hoewe also offers solutions for how to improve news creation and news use moving forward. Specifically, she shows how news consumers can escape their “self-righteous” consumption cycles; how news and social media companies can play a role in curbing our automatic amplification of enjoyable news; and how we can all do better when it comes to the information we seek and share.
58 MIN