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The people of early England (c. 450–1100 CE) enjoyed numerous kinds of entertainment, recreation and pleasure, but the scattered records of such things have made the larger picture challenging to assemble. Entertainment, Pleasure, and Meaning in Early England (Cambridge University Press, 2025) by Dr. Martha Bayless illuminates the merrier aspects of early English life, extending our understanding of the full range of early medieval English culture. It shows why entertainment and festivity were not merely trivial aspects of culture, but had important functions, in ritual, in community-building, in assuming power, and in resistance to power. Among the activities explored are child's play; drinking and feasting; music, dance, and performance; the pleasures of literature, festivals and celebrations; hunting and sport; and games.
This interview was conducted by Dr. Miranda Melcher whose new book focuses on post-conflict military integration, understanding treaty negotiation and implementation in civil war contexts, with qualitative analysis of the Angolan and Mozambican civil wars.
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Sinéad O'Connor, renowned for her angelic voice and activism, overcame a tumultuous upbringing to become a global protest singer and advocate for social justice.
O'Connor achieved worldwide success as an angel-voiced, shaven-headed Irish singer of heartfelt songs, but she was far more than just a pop star - she was also an activist and a survivor. Reeling from a troubled childhood at the hands of her violent mother, she spent 18 months living in a former Magdalene Laundry due to her truancy and shoplifting, and suffered her mother's death in a car crash - all by the age of 18.
Her pain, anger and compassion would turn her into one of the world's greatest protest singers and activists. She would release ten studio albums during her 36-year music career - the second of which (I Do Not Want What I Haven't Got) would reach number 1 across the world and earn her ten million pounds, half of which she gave to charity. During this time, she would also advocate for survivors of child abuse and racism, and stand up for the LGBT community and women's reproductive rights.
Most notably, she would tear up a picture of Pope John Paul II during an episode of Saturday Night Live in order to protest at child sex abuse within the Catholic church, creating headlines around the world and derailing her career.
The Real Sinéad O'Connor (White Owl, 2024) features six exclusive interviews with friends and peers who knew her, this is the true story of her extraordinary and courageous journey.
Ariane Sherine’s website.
Bradley Morgan is a media arts professional in Chicago and author of U2's The Joshua Tree: Planting Roots in Mythic America. He manages partnerships on behalf of CHIRP Radio 107.1 FM and is the director of its music film festival. His forthcoming books are Frank Zappa's America (Louisiana State University Press, June 2025) and U2: Until the End of the World (Gemini Books, Fall 2025).
Bradley on Bluesky.
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Manglende episoder?
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Sarah Stang, editor, joins Jana Byars to talk about Monstrosity in Games and Play (Amsterdam UP, 2024). Monsters fascinate us. From ancient folklore to contemporary digital games, they are at the core of the stories we tell. They reflect our fears, deepest desires, and the monstrosity hidden within ourselves. Monsters hold a mirror to our contemporary society and reveal who we truly are.
This edited collection examines monsters and monstrosity in games and play. Monsters are a key feature of most games: we fight, kill, and eat them--and sometimes, we become them. However, monsters in games and play are not only entertaining but also a reflection of the monstrosity of our world. In this book, twenty-two scholars explore how themes such as mental health, colonialism, individualism, disability, gender, sexuality, racism, and exclusion are reflected in the monsters we interact with in games, play, and our daily lives both online and offline. Monstrosity in Games and Play is recommended to readers interested in the monstrous in contemporary game cultures and their surrounding societies.
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Few towns in America are as famous as Woodstock, New York—although Woodstock may be most famous for an event that happened many miles away! Long before the 1969 Woodstock festival put the town on the map, it had been a center for artists and free thinkers who found refuge in its rural setting. Longtime citizens were often shocked by the arrival of these newcomers who brought new values and attitudes to their once-isolated village. From the transformative arrival of artists in the early twentieth century to the influx of musicians and young people in the 1960s, Woodstockers worked and struggled to balance everyday life in a small, rural community with the attention and notoriety the outside world brought to it.
Presented chronologically, Woodstock: From World War to Culture Wars (SUNY Press, 2024) examines the nature of change within Woodstock's uncommon story as it emerges from the Great Depression, confronts the realty of World War II, moves through the 1950s and into an unimagined and unintended future with the arrival of the Sixties through today. At its core, this is a story of how Woodstock's cultural and political institutions, its citizens, and its physical landscape met the ever-changing challenges of changing times. It is a story of community, resilience, conflict, and transition into a world its early settlers could not have imagined.
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ART! TRASH! TERROR! Adventures in Strange Cinema (Headpress 2025) by Chris Alexander is a treasure trove of in-depth essays and edifying interviews that celebrate some of the most eccentric and unforgettable movies in cult cinema history. From recognized classics (George A. Romero's Dawn Of The Dead, David Lynch's The Elephant Man) to misunderstood masterpieces (Michael Mann's The Keep, Boris Sagal's The Omega Man) to unfairly maligned curios (Kostas Karagiannis' Land Of The Minotaur, Brett Leonard's Hideaway), the author takes an alternately serious and playful but always personal look at several strains of international horror, dark fantasy, and exploitation film -- motion pictures that transform, transgress, challenge, infuriate, shock, and entertain. Connecting these passionate and critical essays are insightful interviews with revered talents, such as John Waters (writer/director, Cecil B. Demented), Michael Winner (director, The Sentinel), Nicolas Cage (actor, Vampire's Kiss), Gene Simmons (co-founder/bassist, KISS), William Crain (director, Blacula), William Lustig (director, Maniac), Werner Herzog (director, Nosferatu: Phantom Der Nacht) and many more, as well as witty, heartfelt memoirs charting the author's oddball experiences on the fringes of Hollywood and beyond. Illustrated with more than 200 startling photographs!
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Not so long ago, comedy and laughter were a shared experience of relief, as Freud famously argued. At their best, ribbing, roasting, piss-taking and insulting were the foundation of a kind of universal culture from which friendship, camaraderie and solidarity could emerge.
Now, comedy is characterized by edgy humour and misplaced jokes that provoke personal and social anxiety, causing divisive cultural warfare in the media and among people. Our comedy is fraught with tension like never before, and so too is our social life. We often hear the claim that no one can take a joke anymore. But what if we really can’t take jokes anymore?
Post-Comedy (Polity, 2025) argues that the spirit of comedy is the first step in the building of society, but that it has been lost in the era of divisive identity politics. Comedy flares up debates about censorship and cancellation, keeping us divided from one other. This goes against the true universalist spirit of comedy, which is becoming a thing of the past and must be recovered.
Alfie Bown is a Senior Lecturer in Digital Media at Kings College London. His research focuses on psychoanalysis, digital media and popular culture.
He has also worked as a journalist, writing for The Guardian, Paris Review, New Statesman, Tribune, and others. His books include The Playstation Dreamworld, Post-Memes, and Dream Lovers: The Gamification of Relationships.
He is the founder of Everyday Analysis which publishes pamphlets and essay collections with contemporary social and political issues.
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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.
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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.
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Empire of Culture: Neo-Victorian Narratives in the Global Creative Economy (SUNY Press, 2024) by Dr. Waiyee Loh brings together contemporary representations of Victorian Britain to reveal how the nation's imperial past inheres in the ways post-imperial subjects commodify and consume "culture" in the late twentieth and early twenty-first centuries. The globalization of English literature, along with British forms of dress, etiquette, and dining, in the nineteenth century presumed and produced the idea that British culture is a universal standard to which everyone should aspire.
Examining neo-Victorian texts and practices from Britain, the United States, Japan, and Singapore—from A. S. Byatt's novel Possession and its Hollywood film adaptation to Japanese Lolita fashion and the Lady Victorian manga series—Dr. Loh argues that the British heritage industry thrives on the persistence of this idea. Yet this industry also competes and collaborates with the US and Japanese cultural industries, as they, too, engage with the legacy of British universalism to carve out their own empires in a global creative economy. Unique in its scope, Empire of Culture centers Britain's engagements with the US and East Asia to illuminate fresh axes of influence and appropriation, and further bring Victorian studies into contact with various sites of literary and cultural fandom.
This interview was conducted by Dr. Miranda Melcher whose new book focuses on post-conflict military integration, understanding treaty negotiation and implementation in civil war contexts, with qualitative analysis of the Angolan and Mozambican civil wars.
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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.
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Ancient Sculpture and Twentieth-Century American Womanhood: Venus Envy (Bloomsbury, 2025) by Dr. Hallie Franks examines the reception of Graeco-Roman sculptures of Venus and their role in the construction of the body aesthetics of the “fit” American woman in the decades around the turn of the 20th century. In this historical moment, 19th-century anthropometric methods, the anti-corset dress reform movement and early fitness culture were united in their goal of identifying and producing healthy, procreative female bodies. These discourses presented ancient statues of Venus – most frequently, the Venus de Milo – as the supreme visual model of a superior, fit, feminine physique. An America of such Venuses would herald the future prosperity of the “American race” by reviving the robust health and moral righteousness of the ancient Greeks.
Venuses had long been symbols of beauty, but the new situation of Venus statues as an aesthetic and moral destination for women set up a slippage between ideal sculpture and living bodies: what did it mean for a woman to embody – or to try to embody – the perfect health and beauty of an ancient statue? How were women expected to translate this model into flesh? What were the political stakes to which this vision of a nation of American Venuses was bound? Who was believed to conform to this ideal, and who was excluded from it? In taking on these questions, Dr. Franks engages with physical culture and dress-reform media, modern artwork that adapts Graeco-Roman traditions, anthropological texts, art histories of ancient Greece, film, advertising and medical reporting on women's health.
This interview was conducted by Dr. Miranda Melcher whose new book focuses on post-conflict military integration, understanding treaty negotiation and implementation in civil war contexts, with qualitative analysis of the Angolan and Mozambican civil wars.
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The evolution of basketball, and much of the social and cultural change in America, can be traced through one powerful act on the court: the slam dunk. The dunk's history is the story of a sport and a country changed by the most dominant act in basketball, and it makes Magic in the Air: The Myth, the Mystery, and the Soul of the Slam Dunk (St. Martin's Press, 2025) a rollicking and insightful piece of narrative history and a surefire classic of sports literature.
When basketball was the province of white men, the dunk acted as a revolutionary agent, a tool for players like Wilt Chamberlain and Bill Russell to transform the sport into a Black man’s game. The dunk has since been an expression of Black culture amid the righteous upheaval of the civil-rights movement, of the threat that Black people were considered to be to the establishment. It was banned from college basketball for nearly a decade―an attempt to squash the individual expression and athleticism that characterized the sport in America’s cities and on its playgrounds. The dunk nevertheless bubbled up to basketball’s highest levels. From Julius Erving to Michael Jordan to the high flyers of the 21st century, the dunk has been a key mechanism for growing the NBA into a global goliath.
Drawing on deep reporting and dozens of interviews with players, coaches, and other hoops experts, Magic in the Air brings to life the tale of the dunk while balancing sharp socio-racial history and commentary with a romp through American sports and culture. There's never been a basketball book quite like it.
Paul Knepper covered the New York Knicks for Bleacher Report. His first book was The Knicks of the Nineties: Ewing, Oakley, Starks and the Brawlers That Almost Won It All. His next book, Moses Malone: The Life of a Basketball Prophet, will be published in 2025. You can reach Paul at [email protected] and follow him on Twitter @paulieknep.
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The future ain't what it used to be.
Is nostalgia revitalizing or killing 21st-century culture? The concept of nostalgia has seeped into almost all aspects of modern-day media, none more so than horror culture and its borderlands of Hauntology, Folk Horror, and found footage film. From film and TV franchises building endlessly on past glories, to musicians whose work now spans decades, modern media borrows heavily from the past.
Ghost of an Idea: Hauntology, Folk Horror, and the Spectre of Nostalgia examines the use and effect of nostalgia in the Horror and Hauntological realms. It asks why these genres hold such a fascination in popular culture, often inspiring devoted fanbases. From Candyman to The Blair Witch Project, and Dark Shadows to American Horror Story, are the folk horror and found footage phenomena significant artistic responses to political, social, and economic conditions, or simply an aesthetic rebranding of what has come before? How has nostalgia become linked to other concepts (psychogeography, residual haunting) to influence Hauntological music such as Boards of Canada, The Rowan Amber Mill, Hawksmoor, or The Caretaker? What can the 'urban wyrd' or faux horror footage tell us about our idealized past? And how will these cultures of nostalgia shape the future?
Combining the author's analysis with first-hand accounts of fans and creators, this book offers a critical analysis of our cultural quest to recognize, resurrect, and lay to rest the ghosts of past and present, also summoning up those spectres that may haunt the future.
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It’s the UConn Popcast, and “The Beast” is a 2023 sci fi / romance movie by French director Bertrand Bonello, in which artificial intelligence has determined that human emotions are a danger, and must be surgically controlled. In this deep dive, we ask whether this is really a film about AI, a transhistorical love story, a narrative of societal decline, or something else entirely. The Beast stars Lea Seydoux and George McKay.
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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.
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What is the connection between fan culture and feminism? In Media Fandom, Digital Feminisms, and Tumblr (Bloomsbury, 2023), Briony Hannell, a lecturer in sociology at the University of Manchester, explores the intersection of fandom, in a variety of forms, and feminist discourses on social media. Using an in-depth case study of Tumblr, the book charts the creation of a community of feminist fans, showing how the sense of being a feminist and belonging to a digital community are created and maintained online. The analysis also reflects on how this community includes and excludes particular social groups, showing the potential and the limits of digital spaces for feminist ideas and activities. A vital intervention at a moment where social media spaces are being transformed in various ways, the book is essential reading for anyone interested in understanding the contemporary digital world.
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The pub is an English institution. Yet its history has been obscured by myth and nostalgia. In Pub (Bloomsbury, 2025) a new addition to the Object Lessons series, Dr. Philip Howell takes the public house as an object, or rather as a series of objects: he takes the pub apart and examines its constituent elements, from pub signs to the bar staff to the calling of “time.” But Pub also explores the hidden features of the pub, such as corporate control, cultural acceptance and exclusion, and the role of the pub in communities.
This interview was conducted by Dr. Miranda Melcher whose new book focuses on post-conflict military integration, understanding treaty negotiation and implementation in civil war contexts, with qualitative analysis of the Angolan and Mozambican civil wars.
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In recent years, manga and anime have attracted increasing scholarly interest beyond the realm of Japanese studies. This Companion takes a unique approach, committed to exploring both the similarities and differences between these two distinct but interrelated media forms. Firmly based in Japanese sources, The Cambridge Companion to Manga and Anime (Cambridge UP, 2024) offers a lively and accessible introduction, exploring the local contexts of manga and anime production, distribution, and reception in Japan, as well as the global influence and impact of these versatile media. Chapters explore common characteristics such as visuals, voice, serial narrative and characters, whilst also highlighting distinct challenges and histories. The volume provides both a basis for further research in this burgeoning field and a source of inspiration for those new to the topic.
Listeners are also invited to observe an author roundtable on Feb.19, 2025. Please RSVP here.
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In Love You Madly, Holly Woodlawn (Feral House, 2025), Jeff Copeland brings readers into Hollywood in the 1980s and shares his story of writing a book about one of the most infamous of Warhol's Superstars. A young, aspiring writer desperate for a break...and the legendary Andy Warhol superstar who gave him the story of a lifetime. By the mid-1980s, Holly Woodlawn, once lauded by George Cukor for her performance in the 1970 Warhol production and Paul Morrissey directed Trash, was washed up. Over. Kaput. She was living in a squalid Hollywood apartment with her dog and bottles of Chardonnay.
A chance meeting with starry-eyed corn-fed Missouri-born Jeff Copeland, who moved to Hollywood with dreams of 'making it' as a television writer, changed the course of BOTH of their lives forever. Love You Madly, Holly Woodlawn is a story of how an unlikely friendship with a young gay writer and an, ahem, mature trans actress and performer created the bestselling autobiography of 1991, A Low Life in High Heels. This book about writing a book is a celebration of chutzpa and love as Holly, the embodiment of Auntie Mame, introduces Jeff to the glamorous (and sometimes larcenous) world of a Warhol Superstar. In turn, Jeff uses his writing (and typing) talent to give Holly the second chance at fame she craved. In turns hilarious and heartwarming, Love You Madly, Holly Woodlawn is a portrait of the real Holly who loved deeply, laughed loudly, and left mayhem in her wake.
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From Darwin's The Origin of Species to the twenty-first century, Peter Bowler reinterprets the long Darwinian Revolution by refocussing our attention on the British and American public. By applying recent historical interest in popular science to evolutionary ideas, he investigates how writers and broadcasters have presented both Darwinism and its discontents.
Casting new light on how the theory's more radical aspects gradually grew in the public imagination, Evolution for the People: Shaping Popular Ideas from Darwin to the Present (Cambridge UP, 2024) extends existing studies of the popularization of evolutionism to give a more comprehensive picture of how attitudes have changed through time. In tracing changes in public perception, Bowler explores both the cultural impact and the cultural exploitation of these ideas in science, religion, social thought and literature.
The first comprehensive study of popular evolutionism from the 1860s to the present day
Reassesses the impact of Darwinism on the wider public through the study of popular science
Provides insights beyond the study of popular science relevant to cultural history, the history of religion, and the history of social though
Peter J. Bowler is Professor Emeritus of the History of Science at Queen's University Belfast, a fellow of the British Academy, a member of the Royal Irish Academy and a past president of the British Society for the History of Science.
Morteza Hajizadeh is a Ph.D. graduate in English from the University of Auckland in New Zealand. His research interests are Cultural Studies; Critical Theory; Environmental History; Medieval (Intellectual) History; Gothic Studies; 18th and 19th Century British Literature. YouTube channel. Twitter.
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