Personal statement

James Newman, PhD is Research Professor and Senior University Teaching Fellow in the Design School. Over the past 20 years, he has written widely on aspects of videogames, players and fans, game sound and music, and media histories and has spoken across the world at events for academics, policy-makers, game developers and players.

His books on videogames and gaming cultures include 'Videogames'; 'Playing with Videogames'; and 'Best Before: Videogames, Supersession and Obsolescence' (for Routledge); and '100 Videogames' and 'Teaching Videogames' (for BFI Publishing). In 2018, James co-authored 'A History of Videogames' (Carlton Books) which is the first volume to explore the collections of the National Videogame Museum where James works as an academic advisor. James is also an External Affiliate in Public and Applied Humanities at the University of Arizona.

James’ work has been supported by numerous international funders including the ESRC, The Wellcome Trust, the EPSRC, the AHRC (Creative Economies and Knowledge Exchange), HEFCE, the Daiwa Anglo Japanese Foundation, the Japan Foundation, Sasakawa Foundation, the Strong National Museum of Play, the British Academy and the Leverhulme Trust. He is an international adviser on numerous programmes and networks on videogame studies, history and preservation and has been awarded sabbaticals (for example to Stanford University) and Fellowships (for example ICHEG/Strong National Museum of Play) to develop this work internationally.

As outputs of British Academy/Leverhulme and ESRC-funded projects, James has co-authored two white papers on videogame history and preservation and is a co-founder of the Videogame Heritage Society which is the first Subject Specialist Network (SSN) dedicated to digital media.

James is a regular contributor to public-facing articles on videogames and has been interviewed many times in print, online and broadcast media on his work including Radio 4, BBC4 TV, The Guardian, Independent, The New Statesman, as well as the specialist gaming press, for example Edge, Games TM, The Escapist, Gamasutra, Wireframe, Eurogamer.

In addition to his work on games and gameplay, James’ current research focuses on the design and uses of analogue and digital synthesizers, drum machines and electronic musical instruments. He is currently contracted for a book exploring the histories, impact and influences of the Roland ‘x0x’ instruments (including the TR-808, TR-909, TB-303).

James is also Series Editor for the Routledge Histories of Electronic Musical Instruments book series that focuses on the design, uses, affordances and afterlives of key synthesizers, drum machines and effects. James also collects and performs with electronic musical instruments.

  • BA (Hons)
  • PhD.

Professional memberships

  • EFGAMP (European Federation of Games Archives and Museum Projects)
  • Society for the Study of Sound and Music in Games (SSSMG)
  • Game Preservation Network
  • Digital Games Research Association (DiGRA)
  • Videogame Heritage Society
  • FHEA (Fellow of the Higher Education Academy)
  • MeCCSA (Media Communication and Cultural Studies Association)
  • IGDA Game Preservation Special Interest Group.

External examiners

  • Postgraduate programmes in Digital Games Theory and Design, Brunel University (2017-2021)
  • Undergraduate programmes in Animation, Arts and Product Design subject area, Southampton Solent University (2013-2017)
  • Undergraduate programmes in Media, Journalism and Cultural Studies at Staffordshire University (October 2003 - September 2007)
  • External Advisor for the review of undergraduate Media provision at Trinity and All Saints College (University of Leeds, March 2005).

Other external roles

  • History of Games Steering Group (European representative)
  • Advisory Board for IMLS-funded Game Metadata and Citation Project (GAMECIP)
  • UCSC/Stanford; Board member International Digital Game Preservation Practitioners group (led by RCGS)
  • Strong National Museum of Play World Video Game Hall of Fame Selection Committee
  • Co-Founder ‘The Game Sound Archive’ in collaboration with the British Library and ‘Videogame Heritage Society' Subject Specialist Network (SSN)
  • AHRC Peer Review College member
  • Reviewer for DiGRA and Nordic DiGRA games conference (various tracks)
  • Co-investigator AHRC-funded Creative Economies Knowledge Exchange Project (oral histories and archives project): 2012.
  • Co-founder of The National Videogame Archive (DCMS-funded UK national collection of videogames and gaming culture). Collaboration with National Media Museum and Science Museum.
  • Steering group, programming and production for GameCity festival (2006-present)
  • Review book proposals and manuscripts on aspects of digital media for international academic publishers including Routledge, Sage, BFI Publishing, MIT Press and University of Chicago Press
  • International Editorial Board of Game Studies: the International Journal of Computer Game Studies
  • Commissioned by The Wellcome Trust to produce a literature review on game studies and a strategy document on videogames as part of the Trusts Broadcast Strategy for public engagement (2010)
  • Provided consultancy services for a number of different organisations including Eidos on their Championship Manager series of football simulation games (2005-06)
  • Consultancy for Sony Computer Entertainment Europe, Flamingo research and JCPR on the European launch strategy for PlayStation 2 and the Mental Wealth campaign (2000-2001)
  • Strategic consultancy for Screenplay games conference and festival (Broadway Arts Cinema, Nottingham. 2005-6)
  • Research funding reviewer for the Veni programme (Government-sponsored Innovational Research Incentives Scheme 2004. Netherlands)
  • Curriculum consultancy for Nottingham Trent University. Designing undergraduate videogames provision for the Creative Media Studies programme (2006-7)
  • Staff development on videogames in learning and teaching, Nottingham Trent University (2006)
  • Consultancy for Nottingham Creative Partnerships on videogames education programmes (2007).

Teaching specialism

Current teaching includes:

  • videogame studies
  • digital media histories
  • media fandom
  • media preservation.

Research outputs

book

Newman, J (2027) Spectate! Watching, recording and streaming videogames. Bloomsbury Academic, New York. ISBN 9781501332401 (Forthcoming)


book

Newman, J (2026) The Roland x0x series: a history of early Roland synthesizers and drum machines from SH-101 to TR-909. Routledge, Abingdon. ISBN 9781032449197


book

Simons, I and Newman, J (2018) A history of videogames in 14 consoles, 5 computers, 2 arcade cabinets… and an Ocarina of Time. Carlton Books, London. ISBN 9781787390645


book

Newman, J (2013) Videogames. 2nd ed. Routledge, Abingdon, Oxon. ISBN 9780415669160


book

Newman, J (2012) Best before: videogames, supersession and obsolescence. Routledge, Abingdon. ISBN 9780415577915


book

Newman, J (2008) Playing with videogames. Routledge, London. ISBN 9780415385237


book

Newman, J (2007) 100 videogames. BFI Publishing, London. ISBN 9781844571628


book

Newman, J and Oram, B (2006) Teaching Videogames. BFI Education. ISBN 1844570789


book

Newman, J (2005) Videogames. Routledge. ISBN 041528192X


book

Newman, J (2004) Difficult questions about videogames. Suppose Partners, Nottingham. ISBN 9780954882501


book_section

Newman, J (2025) 'Fearful harmonies: composing (and decomposing) the PlayStation startup sound.' In: Cook, K.M, Gibbons, W and Rebillard, F, eds. Global histories of video game music technology. Brepols, Turnhout, pp. 47-66. ISBN 9782503618654


book_section

Newman, J (2025) 'Music on the edge (connector): demixing the sound of the NES and Famicom.' In: Hutchinson, R, ed. Handbook of Japanese games and gameplay. Amsterdam University Press, Amsterdam, pp. 283-297. ISBN 9789048572410


book_section

Newman, J (2021) 'Cuthbert goes cloning: ports, platforms, and the Dragon 32 microcomputer.' In: Navarro-Remesal, V and Pérez-Latorre, Ó, eds. Perspectives on the European videogame. Amsterdam University Press, Amsterdam, pp. 111-128. ISBN 9789463726221


book_section

Newman, J (2021) 'Before Red Book: early video game music and technology.' In: Fritsch, M and Summers, T, eds. The Cambridge companion to video game music. Cambridge University Press, Cambridge, pp. 12-32. ISBN 9781108460897


book_section

Newman, J (2017) 'Playing (with) Star Wars.' In: Clash of Realities 2015/16: on the art, technology and theory of digital games. Proceedings of the 6th and 7th conference. Transcript, Bielefeld, pp. 143-157. ISBN 9783837640311


book_section

Newman, J (2017) 'Play, things and playthings: approaches to videogame preservation.' In: Clash of Realities 2015/16: on the art, technology and theory of digital games. Proceedings of the 6th and 7th conference. Transcript, Bielefeld, pp. 595-610. ISBN 9783837640311


book_section

Newman, J (2017) 'Glitching, codemining and procedural level creation in Super Mario Bros.' In: Swalwell, M, Ndalianis, A and Stuckey, H, eds. Fans and videogames: histories, fandom, archives. Routledge, Abingdon, pp. 146-162. ISBN 9781138679672


book_section

Newman, J (2016) 'Walkthrough.' In: Lowood, H and Guins, R, eds. Debugging game history: a critical lexicon. MIT Press, Cambridge, MA, pp. 409-417. ISBN 9780262034197


book_section

Newman, J (2015) 'Game preservation.' In: Mansell, R, Ang, P.H, Steinfield, C, van der Graaf, S, Ballon, P, Kerr, A, Ivory, J.D, Braman, S, Kleine, D and Grimshaw, D.J, eds. The international encyclopedia of digital communication and society. Wiley. ISBN 9781118767771


book_section

Newman, J and Simons, I (2014) 'Out of the shadows: Star Wars, videogames and transmedia storytelling.' In: Cook, J and Wright, P, eds. Star Wars: exploring an expanding universe. I.B.Tauris, London. ISBN 9781845118570


book_section

Newman, J (2013) 'It's all about the music: the SID chip and the videogamings noisy revolution.' In: Revolution in the bedroom, war in the playground: video gaming 1979-1989. The National Centre for Craft and Design.


book_section

Newman, J (2013) 'The great gaming crash of '83'.' In: Blain, L, ed. Guinness world records 2014: gamer's edition. Guinness World Records, London, pp. 82-83. ISBN 9781904994749


book_section

Newman, J (2012) 'Codemining, modding and gamemaking.' In: Zagal, Jose P, ed. The videogame ethics reader. Cognella, San Diego, California, pp. 263-286. ISBN 9781609276355


book_section

Newman, J and Ashton, D (2012) '"Tips and tricks to take your game to the next level": expertise and identity in FPS games.' In: Voorhees, G, Call, J and Whitlock, K, eds. Guns, grenades and grunts: first-person shooter games. Bloomsbury Academic, pp. 225-247. ISBN 9781441193537


book_section

Newman, J and Simons, I (2011) 'Using the Force: Star Wars: the video game, intertextuality, narrative, and play.' In: Page, R and Thomas, B, eds. New narratives: stories and storytelling in the digital age. Frontiers of Narrative . University of Nebraska Press, Lincoln, Nebraska, pp. 239-253. ISBN 9780803217867


book_section

Newman, J and Molloy, C (2003) 'How the elephant forgot its politics.' In: Shakur, T and D'Souza, K, eds. Picturing South Asian culture in English: textual and visual representations. Open House Press, Liverpool, pp. 176-191. ISBN 9780954446307


book_section

Newman, J and Ackah, W (2003) 'Ghanaian Seventh Day Adventists on and offline: problematising the virtual communities discourse.' In: Karim, K, ed. The media of diaspora: mapping the globe. Routledge Research in Transnationalism . Routledge, Abingdon, Oxon, pp. 203-214. ISBN 0415279305


article

Newman, J (2024) 'What do videogames want? Preserving, playing and not playing digital games and gameplay.' MAP: Media Archive Performance, 14. ISSN 2191-0901


article

Newman, J (2019) 'Wrong warping, sequence breaking and running through code: systemic contiguity and narrative architecture in 'The Legend of Zelda: Ocarina of Time' any% speedrun.' Journal of the Japanese Association for Digital Humanities, 4 (1). pp. 7-36. ISSN 2188-7276


article

Newman, J (2019) 'Saving (and re-saving) videogames: rethinking emulation for preservation, exhibition and interpretation.' The International Journal of Creative Media Research, 1. ISSN 2631-6773


article

Newman, J (2019) 'Slower, squashed and six months late: Japanese videogames in the UK, 1991-2019.' Replaying Japan, 1. pp. 5-28. ISSN 2433-8060


article

Newman, J (2018) 'The music of microswitches: preserving videogame sound — a proposal.' The Computer Games Journal, 7. pp. 261-278. ISSN 2052-773X


article

Newman, J (2018) 'Kaizo Mario Maker: ROM hacking, abusive game design and Nintendo's Super Mario Maker.' Convergence: The International Journal of Research into New Media Technologies, 24 (4). pp. 339-356. ISSN 1354-8565


article

Newman, J (2018) 'The Game Inspector: a case study in gameplay preservation.' Kinephanos: Journal of Media Studies and Popular Culture, Spec. (August). pp. 120-148. ISSN 1916-985X


article

Newman, J (2017) 'Driving the SID chip: assembly language, composition and sound design for the C64.' GAME: The Italian Journal of Game Studies, 6. ISSN 2280-7705


article

Newman, J (2016) 'Mazes, monsters and multicursality. Mastering Pac-Man 1980–2016.' Cogent Arts & Humanities, 3 (1). p. 1190439. ISSN 2331-1983


article

Newman, J (2016) 'Stampylongnose and the rise of the celebrity videogame player.' Celebrity Studies, 7 (2). pp. 285-288. ISSN 1939-2397


article

Newman, J (2013) 'Illegal deposit: game preservation and/as software piracy.' Convergence: The International Journal of Research into New Media Technologies, 19 (1). pp. 45-61. ISSN 1354-8565


article

Newman, J (2012) 'Ports and patches: digital games as unstable objects.' Convergence: The International Journal of Research into New Media Technologies, 18 (2). pp. 135-142. ISSN 1354-8565


article

Newman, J and Ashton, D (2011) 'Slow play strategies: digital games walkthroughs and the perpetual upgrade economy.' Transformations, 20. ISSN 1444-3775


article

Newman, J (2011) '(Not) playing games: player-produced walkthroughs as archival documents of digital gameplay.' International Journal of Digital Curation, 6 (2). pp. 109-127. ISSN 1746-8256


article

Newman, J (2010) 'In front of the children.' Archive (17). pp. 20-27.


article

Newman, J and Ashton, D (2010) 'Relations of control: walkthroughs and the structuring of player agency.' The Fibreculture Journal, 16. ISSN 1449-1443


article

Newman, J (2009) 'Save the videogame! The National Videogame Archive: preservation, supersession and obsolescence.' M/C Journal, 12 (3).


article

Newman, J (2009) 'Playing the system: videogames/players/characters.' Semiotica, 173. pp. 509-524. ISSN 0037-1998


article

Newman, J and Jones, R (2008) 'e-Learning or a-Gimmick? Evaluating the use of rich media in geography fieldwork.' Planet (20). pp. 47-50. ISSN 1473-1835


article

Newman, J (2006) 'Video games.' The New Statesman. ISSN 1364-7431


article

Newman, J (2005) 'Playing (with) Videogames.' Convergence: The International Journal of Research into New Media Technologies, 11 (1). pp. 48-67. ISSN 13548565


article

Newman, J (2002) 'In Search of the Videogame Player: the Lives of Mario.' New Media and Society, 4 (3). pp. 405-422. ISSN 1461-7315


article

Newman, J (2002) 'The myth of the ergodic videogame.' Game Studies: The International Journal of Computer Game Research, 2 (1). ISSN 1604-7982


conference_item

Newman, J (2021) Fearful harmonies: composing and decomposing the PlayStation startup sound. In: Ludo2021, 23 - 25 April 2021, [online].


conference_item

Newman, J (2019) Games preservation. In: Insert Coin to Continue: a Briefing Day on Software Preservation, 7 May 2019, Digital Preservation Coalition, London, UK.


conference_item

Newman, J (2019) Seventeen seconds of Sanxion. In: Ludo2019, 26 - 28 April 2019, Leeds Beckett University, Leeds, UK.


conference_item

Newman, J (2018) The music of microswitches: archiving videogame sound. In: Ludomusicology 2018, 13 - 15 April 2018, Zentrum für Musikwissenschaft, Leipzig, Germany.


conference_item

Newman, J (2017) Game over? The past, present and future of videogame preservation. In: Professorial Lecture Series 2016-17, 7 June 2017, ºÚÁÏÕýÄÜÁ¿, Bath, UK.


conference_item

Newman, J and Hirabayashi, H (2016) Game changer - a conversation with Hisakazu Hirabayashi. In: The Japan Foundation's Game Series, 24 November 2016, Impact Hub King's Cross, London, UK.


conference_item

Newman, J (2016) Playing (with) Star Wars. In: Clash of Realities: 7th International Conference on the Art, Technology and Theory of Digital Games, 14 - 16 November 2016, Cologne Game Lab, TH Köln, Cologne, Germany.


conference_item

Newman, J (2016) Game(play) preservation: preserving games without playing them? In: Clash of Realities: 7th International Conference on the Art, Technology and Theory of Digital Games, 14 - 16 November 2016, Cologne Game Lab, TH Köln, Cologne, Germany.


conference_item

Newman, J (2016) Let videogames die! In: Game History Symposium: Preserving / Prolonging / Remixing Play, 28 - 30 June 2016, Montreal, Canada.


conference_item

Newman, J (2016) Ear candy: the SID chip and the birth of chiptunes. In: Ludo2016: Fifth Anniversary Conference on Video Game Music and Sound, 8 - 10 April 2016, University of Southampton, Southampton, UK.


conference_item

Newman, J (2016) Computer games. In: New Media Gatekeepers: Ecosystems of Access and Denial Symposium, 22 April 2016, Coventry University, Coventry, UK.


conference_item

Newman, J (2016) Across sectors and platforms: content partnerships, technology advancements and digital distribution. In: Westminster eForum Keynote Seminar: The UK Video Games Industry - Technology, Policy Priorities and New Avenues for Growth, 25 February 2016, Whitehall, London, UK.


conference_item

Newman, J (2015) Welcome to the Minus World: you'll never leave! Glitch hunting, codemining and the hidden world of Super Mario Bros. In: Replaying Japan 2015, 21-23 May 2015, Ritsumeikan University, Kyoto, Japan.


conference_item

Lovell, N, Croft, P, Bennett, S and Newman, J (2014) Next generation - mobile gaming, 'connected consoles’ and digital distribution. In: Westminster Media Forum Keynote Seminar: The UK Video Games Industry - Innovation, Commercial Opportunities and Next Steps for Policy, 16 October 2014, Royal Aeronautical Society, London, UK.


conference_item

Newman, J and Simons, I (2014) Preserving videogames: gameplay as cultural heritage. In: Daiwa Anglo-Japanese Foundation Public Seminar Series, 3 June 2014, Daiwa Foundation, London, UK.


conference_item

Newman, J (2013) Game(play) preservation. In: International Conference for Game Preservation, 18 January 2013, Shigureden, Kyoto.


conference_item

Newman, J, Lowood, H and Wisdom, S (2012) You’re all going to die! Media preservation. In: GameCity 7, 29 October 2012, Nottingham.


conference_item

Newman, J (2012) Dead games: the National Videogame Archive and the preservation of play. In: DIGCULT12: Theory, Context and the Internet, 13-14 June 2012, University of Salford, MediaCity.


conference_item

Newman, J and Woolley, T (2009) Preserving and exhibiting digital games. In: JISC Digital Media Seminar 2: The Digital Media Collection +100 Years, 16 September 2009, University of Bristol.


conference_item

Newman, J (2009) Media under the microscope: how popular culture will change the face of science. In: Doc/Fest, 4-5 November, Sheffield.


conference_item

Newman, J (2007) Next gen games and gamers. In: Games Marketing Forum, 22 November 2007, London.


commissioned_report

Newman, J and Simons, I (2010) Videogames and public engagement.


performance

Newman, J, Simons, I and Kim, S (2013) Modern playing. In: EKC 2013 conference in 'EU Korea Conference on Science and Technology: Open Innovation, Science and Technology Closer to Humanity), Brighton, 24-26 July 2013.


other

Newman, J (2006) Ear candy. 360 Magazine (6). pp. 100-105.