works

Forthcoming

Roth Martin. “コラム:ドイツの大学におけるゲーム授業の変容と現状 [Column: Teaching Videogames at Universities Germany – a short overview].” 多元化するゲーム文化と社会[Diversifying game culture and society], edited by 松井[Matsui] 広志[Hiroshi] et al., ニューゲームズオーダー[New Games Order], 2019, pp. 254–56.
Itō [伊藤], Mamoru [守]. "Der Diskursraum im digitalen Zeitalter [デジタルメディア時代における言論空間]." ReVisions, translated by Martin Roth, 2018,
Inoue, Akito, and Martin Roth. “Gamification.” Media Keywords: Japan and Beyond, edited by Jason G. Karlin et al., in preparation.
Pfeffer, Magnus, and Martin Roth. “Japanese Visual Media Graph:  Providing Researchers with Data from Enthusiast Communities.” Proc. Int’l Conf. on Dublin Core and Metadata Applications 2018.
Roth, Martin. "Wann sind japanische Videospiele japanisch?" Digitale Spiele Im Diskurs (Onlinesammelband), edited by Thorsten Junge and Dennis Clausen,

Monographs and Edited Volumes

Gairola, Rahul Krishna, and Martin Roth, editors. “Special Issue: Digital Spatiality.” Asiascape: Digital Asia, vol. 6, no. 1–2, May 2019. Cite
坪井[Tsuboi], 秀人[Hideto], et al., editors. 世界のなかの〈ポスト3・11〉:ヨーロッパと日本の対話 [’Post 3.11’ in a Global Context: A Dialogue between Japan and Europe]. Shinyōsha [新曜社], 2019. Cite
Richter, Steffi, et al., editors. 100 Jahre Ostasiatisches Institut an der Universität Leipzig, 1914-2014. Leipziger Universitätsverlag, 2016, Cite
Roth, Martin, and Fabian Schäfer, editors. Das Zwischen Denken: Marx, Freud Und Nishida. Für Toshiaki (Binmei) Kobayashi. Leipziger Universitätsverlag, 2014. Cite

Articles and Book Chapters

Gairola, Rahul Krishna, and Martin Roth. “Cyber Zones: Digital Spatialities and Material Realities across Asia.” Asiascape: Digital Asia, vol. 6, no. 1–2, May 2019, pp. 4–16. Cite
Roth, Martin. “Digital Modes of Exchange: Structural Relations of Commodity, Control, and Community.” Asiascape: Digital Asia, vol. 6, no. 1–2, May 2019, pp. 110–34. Cite
ロート[Roth], マーティン[Martin]. “交換様式からみたデジタル空間の支配構造[The Structure of Control in Digital Space from the Perspective of Modes of Exchange].” 世界のなかの〈ポスト3・11〉:ヨーロッパと日本の対話 [’Post 3.11’ in a Global Context: A Dialogue between Japan and Europe], edited by 秀人[Hideto] 坪井[Tsuboi] et al., Shinyōsha [新曜社], 2019, pp. 301–24. Cite
Roth, Martin. “Was Daten uns nicht sagen können.” Diskurs der Daten, Qualitative Zugänge zu einem quantitativen Phänomen, edited by Steen Pamela and Liedtke Frank, De Gruyter, 2019, pp. 41–55. Cite
Roth Martin. “コラム:ドイツの大学におけるゲーム授業の変容と現状 [Column: Teaching Videogames at Universities Germany – a short overview].” 多元化するゲーム文化と社会[Diversifying game culture and society], edited by 松井[Matsui] 広志[Hiroshi] et al., ニューゲームズオーダー[New Games Order], 2019, pp. 254–56. Cite
Roth, Martin. "The Suspension of Media Literacy." 5 Designing Media Ecology, vol. 8, Mar. 2018, pp. 54–67, http://www.fivedme.org/post/171615557290/march-9-8th-issue-published-第8号3月9日発売. Cite
Roth, Martin. "Videospiele als politisches Medium." Digitale Spiele: Interdisziplinäre Perspektiven Zu Diskursfeldern, Inszenierung Und Musik, edited by Christoph Hust, transcript, 2018, pp. 107–24, Cite
ロート [Roth], マーティン [Martin]. “ドイツのゲーム研究事情 [Observations on Videogame Research in Germany].” ゲーム研究の手引き [A Brief Guide To Game Studies], edited by 伸司 [Shinji] 松永 [Matsunaga], 文化庁 [Agency for Cultural Affairs, Japan], 2017, pp. 18–19. Cite
Glöckl, Julia, et al. "What is Re: Visions?" Re: Visions, Sept. 2016, Cite
Roth, Martin. “Herausforderungen Für Die Japanforschung Im Zeitalter Der Digitalen Medien.” 100 Jahre Ostasiatisches Institut an Der Universität Leipzig, 1914-2014, edited by Steffi Richter et al., Leipziger Universitätsverlag, 2016, pp. 145–64. Cite
Roth, Martin E. "At the edge of a 'digital area' – locating small scale game creation." Asiascape: Digital Asia, vol. 2, no. 3, 2015, pp. 183–212, Cite
Li, Carl, et al. "Japanese Science Fiction in Converging Media: Alienation and Neon Genesis Evangelion." Asiascape Occasional Papers, no. 6, Apr. 2013, Cite
Roth, Martin. “Playing ‘Naruto’: Between Meta-Narrative Characters, Unit Operations and Objects.” Manga’s Cultural Crossroads, edited by Jaqueline Berndt and Bettina Kuemmerling-Meibauer, Routledge, 2013, pp. 243–58. Cite
Kindstrand, Love, et al. "Japanese media spaces and 'Japan' in crisis." Asiascape.Org, 2012, Cite
Roth, Martin. “Otaku in Szene Gesetzt: Möglichkeiten Für Identitätsarbeit Und Kompetenzerwerb in Einer Japanischen Jugendkultur.” Bochumer Jahrbuch Zur Ostasienforschung, vol. 34/2010, 2011, pp. 261–82. Cite
ロート・マーティン [Roth, M.]. “ドイツにおけるゲーム・レーティング-法律に支えられた審査活動- [The German Game Rating System - a law-supported rating procedure].” デジタルゲーム学研究 [Journal of Digital Games Research], vol. 4, no. 2, Nov. 2010, pp. 89–92. Cite

Translations

Karatani, Kōjin. “Kobayashi Binmei Und Die „Nagoya-Schule“.” Das Zwischen Denken: Marx, Freud Und Nishida. Für Toshiaki (Binmei) Kobayashi, edited by Martin Roth and Fabian Schäfer, translated by Martin Roth, Leipziger Universitätsverlag, 2014, pp. 3–15. Cite
Karatani, Kōjin. Auf der Suche nach der Weltrepublik - Eine Kritik von Kapital, Nation und Staat. Translated by Martin Roth, Leipziger Universitätsverlag, 2012. Cite

Reviews

Roth, Martin. “Rezension von Prieler, Michael Und Florian Kohlbacher (2016): Advertising in the Aging Society: Understanding Representations, Practitioners, and Consumers in Japan.” Medien Und Altern, vol. 13, Nov. 2018, pp. 88–90. Cite
Roth, Martin E. “Review of Alexander R. Galloway, Eugene Thacker, and McKenzie Wark, Excommunication.” Asiascape: Digital Asia, vol. 3, no. 3, 2016, pp. 206–08. Cite
Richter, Steffi, and Martin Roth. “風が巻き起こり、欧州に台風が迫っている "… the Wind Is Rising, the Typhoon Is Approaching Europe …".” 5 Designing Media Ecology, vol. 6, Dezember 2016, pp. 14–15. Cite
Roth, Martin E. “Book Review: Software Takes Command, Written by Manovich, Lev.” Asiascape: Digital Asia, vol. 1, no. 3, Aug. 2014, pp. 226–28. Cite
Roth, Martin, and Fabian Schäfer. “Rousseau Meets Azuma: A Fictional Discourse on the ‘General Will 2.0.’” Minikomi, vol. 84, Aug. 2014, pp. 15–20. Cite
Schäfer, Fabian, and Martin Roth. "Otaku, subjectivity and databases: Hiroki Azuma's Otaku: Japan's database animals." Digital Culture & Education, vol. 4, no. 2, 2012, pp. 127–45, Cite