Dr. Martin Roth
Research Fellow
Research
- Japan in the age of new and digital media
- Data driven research in the domain of contemporary Japanese visual media
Publications
2022
- Zoltan Kacsuk, Magnus Pfeffer, Simone Schroff and Martin Roth: Harmonizing Open Licenses among Online Databases of Enthusiast Communities: Challenges for the Legal Integration of Databases in the Japanese Visual Media Graph Project in Pop! Public. Open. Participatory, DOI 10.54590/pop.2022.005, 2022.
- Martin Roth, Magnus Pfeffer and Zoltán Kacsuk: Developing the Japanese Visual Media Graph: An Open Knowledge Graph for Researchers Working on Japanese Anime, Manga and Otaku Culture in Digital Humanities 2022: Responding to Asian Diversity - Conference Abstracts, pp. 353-354, University of Tokyo Tokyo, 2022.
- Martin Picard and Martin Roth: The "Last Japanese Soldier": Putting the Nation into Play in Capture Japan, Bloomsbury, 2022.
- Martin Roth: Reclaiming Everydayness and Japanese Cultural Routines in Animal Crossing: New Horizons in Journal of Intercultural Studies 43, pp. 722-739, ISSN 0725-6868, DOI 10.1080/07256868.2022.2134318, 2022.
- Martin Roth: Spielerische Verwebungen: Eine subjektiv-japanbezogene Analyse des Videospiels „Death Stranding“ in Die Aufgabe der Japanologie: Beiträge zur kritischen Japanforschung in Leipziger Ostasien-Studien, pp. 321-352, ISBN 978-3-96023-507-1, Leipziger Universitätsverlag Leipzig, 2022.
- マーティン [Martin] ロート[Roth] and マグヌス [Magnus] プフェファー[Pfeffer]: 日本のビジュアルメディア領域の ための知識グラフ提供へ[Creating a knowledge graph for the domain of Japanese Visual Media] in デジタルアーカイブ学会誌[Journal of the Japan Society for Digital Archive] 6, pp. 31-34, DOI 10.24506/jsda.6.1_31, 2022.
- Magnus Pfeffer, Zoltan Kacsuk and Martin Roth: Japanese Visual Media Graph - Bündelung des Wissens von Fan-Gemeinschaften in einem domänenspezifischen Knowledge Graph in DHd 2022 Kulturen des digitalen Gedächtnisses. 8. Tagung des Verbands "Digital Humanities im deutschsprachigen Raum" (DHd 2022), Potsdam, pp. 151-155, DOI 10.5281/zenodo.6304590, Zenodo, 2022.
2021
- Peter Mühleder and Martin Roth: Introduction in Japan’s Media Culture between Local and Global: Current Perspectives on Regionality, Technology and Politics, pp. 1-7, CrossAsia-eBooks Heidelberg , Berlin, 2021.
- マーティン [Martin] [Roth]: 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] in Replaying Japan 3, pp. 127-141, DOI http://doi.org/10.34382/00014541, 2021.
- Martin Roth: Review: Who Are You? Nintendo’s Game Boy Advance Platform in Game Studies 21, 2021.
- 正仁[Masahito] 藤原[Fujihara] and マーティン [Martin] [Roth]: 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 -] in デジタルゲーム学研究 [Journal of Digital Games Research Japan] 14, pp. 19-31, 2021.
- : Japan’s Contemporary Media Culture between Local and Global, DOI 10.11588/XABOOKS.971, CrossAsia-eBooks Heidelberg , Berlin, 2021.
- Peter Mühleder and Martin Roth: Playing out of bounds? Cross-platform community practice in and beyond Dark Souls in Japan’s Media Culture between Local and Global: Current Perspectives on Regionality, Technology and Politics, pp. 315-333, CrossAsia-eBooks Heidelberg , Berlin, 2021.
- 正仁[Masahito] 藤原[Fujihara] and マーティン [Martin] [Roth]: 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)] in シミュレーション&ゲーミング[Simulation and Gaming Japan] 31, pp. 63-75, 2021.
2020
- Martin Picard and Martin Roth: Gamifi<i>nation</i>: Historical Characters in the Japanese Musō Game Sengoku BASARA in Spielzeichen III, pp. 341-358, Verlag Werner Hülsbusch Glückstadt, 2020.
- Magnus Pfeffer and Martin Roth: Japanese Visual Media Graph: Providing researchers with data from enthusiast communities in 2019 Proceedings of the International Conference on Dublin Core and Metadata Applications, pp. 136-141, Dublin Core Metadata Initiative (DCMI) Seoul, Korea, 2020.
- Akito [明人] Inoue [井上] and Martin [マーティン] Roth [ロート]: Gamification in Japanese Media and Popular Culture, 2020.
- Tracy Arndt, Konstantin Freybe, André Lahmann and Martin Roth: Reference Evil – Bibliografische Herausforderungen bei Videospielen in Bibliotheksdienst 54, pp. 345-362, DOI https://doi.org/10.1515/bd-2020-0045, De Gruyter Saur Berlin, Boston, 2020.
- Peter Mühleder, Martin Roth, Tracy Arndt and Florian Rämisch: Duct-Taping Databases, or How to Use Fragmentary Online Data for Researching “Japanese” Videogames in Journal of the Japanese Association for Digital Humanities 5, pp. 61-83, DOI 10.17928/jjadh.5.1_61, 2020.
- Ito Kyohei, Yasuo Kawasaki, Luca Bruno and Martin Roth: Japan’s Videogames and Digital Cultures : Local and Global. A Report about the 6th PaJaKo Workshop between Ritsumeikan and Leipzig University in REPLAYING JAPAN 2, pp. 189-194, DOI 10.34382/00013375, 2020.
- Martin Roth: 多様なデータソースの研究利活用 - データに基づくゲーム文化研究のニーズと実践 [Using heterogeneous data sources for research - Requirements and practices in data-based game culture research] in DIGRA Japan Proceedings of 10th Annual Conference, pp. 35-38, Digital Games Research Association JAPAN, 2020.
2019
- Martin Roth: 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 in Germany – a short overview] in 多元化するゲーム文化と社会[Diversifying game culture and society], pp. 254-256, ニューゲームズオーダー[New Games Order] Tachikawa, 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], Shinyōsha [新曜社] Tokyo, 2019.
- Martin Roth: Was Daten uns nicht sagen können in Diskurs der Daten, Qualitative Zugänge zu einem quantitativen Phänomen in Sprache und Wissen (SuW), pp. 41-55, ISBN 978-3-11-060730-7, De Gruyter Berlin, Boston, 2019.
- Martin Roth: Digital Modes of Exchange: Structural Relations of Commodity, Control, and Community in Asiascape: Digital Asia 6, pp. 110-134, 2019.
- : Special Issue: Digital Spatiality in Asiascape: Digital Asia 6, 2019.
- マーティン[Martin] ロート[Roth]: 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], pp. 301-324, Shinyōsha [新曜社] Tokyo, 2019.
- Rahul Krishna Gairola and Martin Roth: Cyber Zones: Digital Spatialities and Material Realities across Asia in Asiascape: Digital Asia 6, pp. 4-16, 2019.
2018
- Martin Roth: Videospiele als politisches Medium in Digitale Spiele: Interdisziplinäre Perspektiven zu Diskursfeldern, Inszenierung und Musik, pp. 107-124, transcript Bielefeld, 2018.
- Martin Roth: The Suspension of Media Literacy in 5 Designing Media Ecology 8, pp. 54-67, 2018.
- Martin Roth: Rezension von Prieler, Michael und Florian Kohlbacher (2016): Advertising in the aging society: understanding representations, practitioners, and consumers in Japan. in Medien und Altern 13, pp. 88-90, 2018.
2017
- マーティン [Martin] [Roth]: 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], pp. 18-19, 文化庁 [Agency for Cultural Affairs, Japan], 2017.
- Martin Roth: Thought-Provoking Play: Political Philosophies in Science Fictional Videogame Spaces from Japan, ETC Press Pittsburgh, 2017.
2016
- Martin E. Roth: Review of Alexander R. Galloway, Eugene Thacker, and McKenzie Wark, <i>Excommunication</i>. in Asiascape: Digital Asia 3, pp. 206-208, 2016.
- Martin Roth: Herausforderungen für die Japanforschung im Zeitalter der digitalen Medien in 100 Jahre Ostasiatisches Institut an der Universität Leipzig, 1914-2014 in Leipziger Ostasien-Studien, pp. 145-164, Leipziger Universitätsverlag Leipzig, 2016.
- Julia Glöckl, Martin Roth, Fabian Schäfer, Cleo Pelte and Alexander Zahlten: What is Re: Visions? in Re: Visions, 2016.
- Steffi Richter 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 …’ in 5 Designing Media Ecology 6, pp. 14-15, 2016.
- : 100 Jahre Ostasiatisches Institut an der Universität Leipzig, 1914-2014 in Leipziger Ostasien-Studien, Leipziger Universitätsverlag Leipzig, 2016.
2015
- Martin E. Roth: At the edge of a ‘digital area’ – locating small scale game creation in Asiascape: Digital Asia 2, pp. 183-212, 2015.
2014
- Martin E. Roth: Book review: Software Takes Command, written by Manovich, Lev in Asiascape: Digital Asia 1, pp. 226-228, ISSN 2214-2304, 2014.
- Martin Roth and Fabian Schäfer: Rousseau meets Azuma: A Fictional Discourse on the ‘General Will 2.0’ in Minikomi 84, pp. 15-20, 2014.
- Kōjin Karatani: Kobayashi Binmei und die „Nagoya-Schule“ in Das Zwischen denken: Marx, Freud und Nishida. Für Toshiaki (Binmei) Kobayashi, pp. 3-15, ISBN 978-3-86583-889-6, Leipziger Universitätsverlag Leipzig, 2014.
- : Das Zwischen denken: Marx, Freud und Nishida. Für Toshiaki (Binmei) Kobayashi, ISBN 978-3-86583-889-6, Leipziger Universitätsverlag Leipzig, 2014.
2013
- Carl Li, Mari Nakamura and Martin Roth: Japanese Science Fiction in Converging Media: Alienation and Neon Genesis Evangelion in Asiascape Occasional Papers, 2013.
- Martin Roth: Playing ’Naruto’: Between Meta-Narrative Characters, Unit Operations and Objects in Manga’s Cultural Crossroads, pp. 243-258, Routledge New York, London, 2013.
2012
- Kōjin Karatani: Auf der Suche nach der Weltrepublik - Eine Kritik von Kapital, Nation und Staat in Leipziger Ostasien-Studien, ISBN ISBN 978-3-86583-738-7, Leipziger Universitätsverlag Leipzig, 2012.
- Love Kindstrand, Patrick W. Galbraith and Martin Roth: Japanese media spaces and ’Japan’ in crisis in Asiascape.org, 2012.
- Fabian Schäfer and Martin Roth: Otaku, subjectivity and databases: Hiroki Azuma’s Otaku: Japan’s database animals in Digital Culture & Education 4, pp. 127-145, ISSN 1836-8301, 2012.
2011
- Martin Roth: Otaku in Szene gesetzt: Möglichkeiten für Identitätsarbeit und Kompetenzerwerb in einer japanischen Jugendkultur in Bochumer Jahrbuch zur Ostasienforschung 34/2010, pp. 261-282, 2011.
2010
- 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] in デジタルゲーム学研究 [Journal of Digital Games Research] 4, pp. 89-92, ISSN 1882-0913, 2010.