Bibliography for Replaying Japan 2026
Baudrillard, J. (1999). Architektur: Wahrheit oder Radikalität?. Literaturverlag Droschl.
Baudrillard, J. (2019). Simulacra and simulation. University of Michigan Press.
Bukatman, S. (1993). Terminal identity: The virtual subject in postmodern science fiction. Duke University Press.
Bonner, M. (2021a). Game | World | Architectonics: Transdisciplinary Approaches on Structures and Mechanics, Levels and Spaces, Aesthetics and Perception. Heidelberg University Publishing (heiUP).
Bonner, M. (2021b). The World-Shaped Hall. On the Architectonics of the Open World Skybox and the Ideological Implications of the Open World Chronotope. In M. Bonner (Ed.), Game | World | Architectonics: Transdisciplinary Approaches on Structures and Mechanics, Levels and Spaces, Aesthetics and Perception (pp. 65–98). Heidelberg University Publishing (heiUP).
Bonner, M. (2023). Offene-Welt-Strukturen: Architektur, Stadt- und Naturlandschaft im Computerspiel. Büchner-Verlag eG. https://doi.org/10.14631/978-3-96317-873-3
Gomel, E. (2018). Recycled Dystopias: Cyberpunk and the End of History. Arts, 7(3), 31. https://doi.org/10.3390/arts7030031
Kelly, A. (2020, December 11). The more time I spend in Cyberpunk 2077’s world, the less I believe in it. PC Gamer. https://www.pcgamer.com/the-more-time-i-spend-in-cyberpunk-2077s-world-the-less-i-believe-in-it/
Maj, K. M. (2022). On the pseudo-open world and ludotopian dissonance: A curious case of Cyberpunk 2077. Journal of Gaming & Virtual Worlds, 14(1), 51–65. https://doi.org/10.1386/jgvw_00051_1
Morley, D., & Robins, K. (2002). Spaces of Identity: Global Media, Electronic Landscapes and Cultural Boundaries. http://public.ebookcentral.proquest.com/choice/publicfullrecord.aspx?p=170043
Tosca, S. P. (2023). Sameness and Repetition in Contemporary Media Culture. Emerald Publishing.
Urry, J., & Larsen, J. (2011). The tourist gaze 3.0. SAGE.
Virilio, P. (1984). The Overexposed City. ZONE, 1(2), 15–31.