藤原[Fujihara], 正仁[Masahito], and マーティン [Martin] ロート [Roth]. 2021. “ドイツにおけるゲームレーティングシステム:USKとBPjMによる青少年保護 [The Game Rating System in Germany: A Study of Youth Protection Enforced by Entertainment Software Self-Regulation (USK) and the Federal Review Board for Media Harmful to Minors (BPjM)].” シミュレーション&ゲーミング[Simulation and Gaming Japan], June.
藤原[Fujihara], 正仁[Masahito], and マーティン [Martin] ロート [Roth]. 2021. “ヨーロッパにおけるゲームレーティングシステム - PEGI システムの構造と変容 - [The Game Rating System in Europe - Structure and Transformation of the Pan European Game Information (PEGI) System -].” デジタルゲーム学研究 [Journal of Digital Games Research Japan] 14 (1).
Picard, Martin, and Martin Roth. 2021. “The ‘Last Japanese Soldier’: Putting the Nation into Play.” In Capture Japan, edited by Marco Bohr. Bloomsbury.
ロート [Roth], マーティン [Martin]. 2021. “テレビゲーム文化の空間的展開:FromSoftware ゲームの 生産的・流通的展開とそれにおけるソフトな文化的境界線 [Console Videogame Spatialization: How Production and Distribution Practices Contribute to Soft Cultural Boundaries in the Case of FromSoftware Videogames].” Replaying Japan 3.
Itō [伊藤], Mamoru [守]. 2018. "Der Diskursraum im digitalen Zeitalter [デジタルメディア時代における言論空間]." Translated by Martin Roth. ReVisions.

Monographs and Edited Volumes

Gairola, Rahul Krishna, and Martin Roth, eds. 2019. “Special Issue: Digital Spatiality.” Asiascape: Digital Asia 6 (1–2). Cite
坪井[Tsuboi], 秀人[Hideto], シュテフィ[Steffi] リヒター[Richter], and マーティン [Martin] ロート [Roth], eds. 2019. 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]. Tokyo: Shinyōsha [新曜社]. Cite
Richter, Steffi, Philip Clart, and Martin Roth, eds. 2016. 100 Jahre Ostasiatisches Institut an der Universität Leipzig, 1914-2014. Leipziger Ostasien-Studien 19. Leipzig: Leipziger Universitätsverlag. Cite
Roth, Martin, and Fabian Schäfer, eds. 2014. Das Zwischen Denken: Marx, Freud Und Nishida. Für Toshiaki (Binmei) Kobayashi. Leipzig: Leipziger Universitätsverlag. Cite

Articles and Book Chapters

Mühleder, Peter, Martin Roth, Tracy Arndt, and Florian Rämisch. 2020. "Duct-Taping Databases, or How to Use Fragmentary Online Data for Researching 'Japanese' Videogames." Journal of the Japanese Association for Digital Humanities 5 (1): 61–83. Cite
Arndt, Tracy, Konstantin Freybe, André Lahmann, and Martin Roth. 2020. "Reference Evil – Bibliografische Herausforderungen bei Videospielen." Bibliotheksdienst 54 (5): 345–62. Cite
Inoue [井上], Akito [明人], and Martin [マーティン] Roth [ロート]. 2020. "Gamification." In Japanese Media and Popular Culture, edited by Jason G. Karlin, Patrick W. Galbraith, and Shunsuke Nozawa. Cite
Picard, Martin, and Martin Roth. 2020. “GamifiNation: Historical Characters in the Japanese Musō Game Sengoku BASARA.” In Spielzeichen III, edited by Martin Hennig and Hans Krah, 341–58. Glückstadt: Verlag Werner Hülsbusch. Cite
Gairola, Rahul Krishna, and Martin Roth. 2019. “Cyber Zones: Digital Spatialities and Material Realities across Asia.” Asiascape: Digital Asia 6 (1–2): 4–16. Cite
Roth, Martin. 2019. “Digital Modes of Exchange: Structural Relations of Commodity, Control, and Community.” Asiascape: Digital Asia 6 (1–2): 110–34. Cite
ロート[Roth], マーティン[Martin]. 2019. “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].” In 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], シュテフィ[Steffi] リヒター[Richter], and マーティン [Martin] ロート [Roth], 301–24. Tokyo: Shinyōsha [新曜社]. Cite
Roth, Martin. 2019. “Was Daten uns nicht sagen können.” In Diskurs der Daten, Qualitative Zugänge zu einem quantitativen Phänomen, edited by Steen Pamela and Liedtke Frank, 41–55. Sprache und Wissen (SuW) 38. Berlin, Boston: De Gruyter. Cite
Mühleder, Peter, Armin Becker, and Martin Roth. 2019. “Sonnenanbetung Hinter Illusionswänden - Memes Als Kommunikative Praxis in Dark Souls.” In Prepare to Die: Interdisziplinäre Perspektiven Auf Demon’s Souls, Dark Souls Und Bloodborne, edited by Rudolf Thomas Inderst, Pascal Wagner, and Christof Zurschmitten, 127–52. Game Studies. Glückstadt: Verlag Werner Hülsbusch. Cite
Roth Martin. 2019. “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], 井口[Iguchi] 貴紀[Takanori], 大石[Ōishi] 真澄[Masumi], 秦[Hata] 美香子[Mikako], 254–56. Tachikawa: ニューゲームズオーダー[New Games Order]. Cite
Roth, Martin. 2018. "The Suspension of Media Literacy." 5 Designing Media Ecology 8 (March): 54–67.第8号3月9日発売. Cite
Roth, Martin. 2018. "Videospiele als politisches Medium." In Digitale Spiele: Interdisziplinäre Perspektiven Zu Diskursfeldern, Inszenierung Und Musik, edited by Christoph Hust, 107–24. Bielefeld: transcript. Cite
ロート [Roth], マーティン [Martin]. 2017. “ドイツのゲーム研究事情 [Observations on Videogame Research in Germany].” In ゲーム研究の手引き [A Brief Guide To Game Studies], edited by 伸司 [Shinji] 松永 [Matsunaga], 18–19. 文化庁 [Agency for Cultural Affairs, Japan]. Cite
Glöckl, Julia, Martin Roth, Fabian Schäfer, Cleo Pelte, and Alexander Zahlten. 2016. "What is Re: Visions?" Re: Visions, September. Cite
Roth, Martin. 2016. “Herausforderungen Für Die Japanforschung Im Zeitalter Der Digitalen Medien.” In 100 Jahre Ostasiatisches Institut an Der Universität Leipzig, 1914-2014, edited by Steffi Richter, Philip Clart, and Martin Roth, 145–64. Leipziger Ostasien-Studien 19. Leipzig: Leipziger Universitätsverlag. Cite
Roth, Martin E. 2015. "At the edge of a 'digital area' – locating small scale game creation." Asiascape: Digital Asia 2 (3): 183–212. Cite
Li, Carl, Mari Nakamura, and Martin Roth. 2013. "Japanese Science Fiction in Converging Media: Alienation and Neon Genesis Evangelion." Asiascape Occasional Papers, no. 6 (April): 1–16. Cite
Roth, Martin. 2013. “Playing ‘Naruto’: Between Meta-Narrative Characters, Unit Operations and Objects.” In Manga’s Cultural Crossroads, edited by Jaqueline Berndt and Bettina Kuemmerling-Meibauer, 243–58. New York, London: Routledge. Cite
Kindstrand, Love, Patrick W. Galbraith, and Martin Roth. 2012. "Japanese media spaces and 'Japan' in crisis." Asiascape.Org. Cite
Roth, Martin. 2011. “Otaku in Szene Gesetzt: Möglichkeiten Für Identitätsarbeit Und Kompetenzerwerb in Einer Japanischen Jugendkultur.” Bochumer Jahrbuch Zur Ostasienforschung 34/2010: 261–82. Cite
ロート・マーティン [Roth, M.]. 2010. “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] 4 (2): 89–92. Cite


Karatani, Kōjin. 2014. “Kobayashi Binmei Und Die „Nagoya-Schule“.” In Das Zwischen Denken: Marx, Freud Und Nishida. Für Toshiaki (Binmei) Kobayashi, edited by Martin Roth and Fabian Schäfer, translated by Martin Roth, 3–15. Leipzig: Leipziger Universitätsverlag. Cite
Karatani, Kōjin. 2012. Auf der Suche nach der Weltrepublik - Eine Kritik von Kapital, Nation und Staat. Translated by Martin Roth. Leipziger Ostasien-Studien 16. Leipzig: Leipziger Universitätsverlag. Cite


Roth, Martin. 2018. “Rezension von Prieler, Michael Und Florian Kohlbacher (2016): Advertising in the Aging Society: Understanding Representations, Practitioners, and Consumers in Japan.” Medien Und Altern 13 (November): 88–90. Cite
Roth, Martin E. 2016. “Review of Alexander R. Galloway, Eugene Thacker, and McKenzie Wark, Excommunication.” Asiascape: Digital Asia 3 (3): 206–8. Cite
Richter, Steffi, and Martin Roth. 2016. “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 6: 14–15. Cite
Roth, Martin E. 2014. “Book Review: Software Takes Command, Written by Manovich, Lev.” Asiascape: Digital Asia 1 (3): 226–28. Cite
Roth, Martin, and Fabian Schäfer. 2014. “Rousseau Meets Azuma: A Fictional Discourse on the ‘General Will 2.0.’” Minikomi 84 (August): 15–20. Cite
Schäfer, Fabian, and Martin Roth. 2012. "Otaku, subjectivity and databases: Hiroki Azuma's Otaku: Japan's database animals." Digital Culture & Education 4 (2): 127–45. Cite