We invited Joshua out as an invited speaker to the University of New Mexico for the Program in Interdisciplinary Biological and Biomedical Sciences. He walked into a room full of paleoecologists, physicists, human macroecologists, and an assortment of others and engaged them in the topic of roleplaying games. He spent time with them one and one and was able to bridge the gap between many of disciplines to pull together common threads. He is well versed across the many topics in humanities and sciences.

Before this I had known about Joshua through gaming forums and his game Shock:Social Science Fiction. I was looking for a disruptive tech for using in the science classroom. I wanted our classroom to be able to explore moral space in a science setting. Our classroom was largely women and folks underrepresented in the sciences. Through Joshua’s game we were able craft stories that reflected how we look, our cultural experiences, while playing in a moral space centered on science. For many of us it was the first time for seeing ourselves in a story and being able to identify as a scientist.
Ara Kooser, PhD
University of New Mexico
I first encountered the work of Joshua A.C. Newman in his game system Shock: Social Science Fiction. As a writer and critic of science fiction literature Shock: provided the most incisive analysis of that genre I had encountered, possible only because of its author’s wide ranging understanding of the modern society that SF in turn critiques. Newman is one of a new kind of creator emerging in the 21st century, able to draw widely from both arts and sciences, comfortable melding high and low cultural sources, and choosing to express themselves in media like Role Playing Games that will, when the cultural history of the 21st century is written, be seen as the sources of cultural understanding and innovation they truly are.
— Damien Walter
Columnist for The Guardian.
Bylines for Wired UK, BBC Radio, Aeon magazine, The Ascender, SFX, IO9 and others.