Works
Academic Publications
- 2026, forthcoming. Ghost of Tsushima: Video Games as Cultural Heritage Media. In Japan’s Public Diplomacy, Nation Branding and Soft Power: Culture as a Global Strategy in Asia and Beyond. Eds.: Rojas Isabel Margarita Cabana, Shinji Oyama.
- 2026, forthcoming. Negotiating Tourism and the Everyday: The Kyoto School Trip in K-On!. In Transmedia Kyoto: Longing, Inhabiting, Branding. Editor: Susana Tosca. Stockholm University Press.
- 2025. Reclaiming (Game) Space in The Hunger Games. In Special issue on Fictional Games and Fictional Game Studies, Eludamos. Journal for Computer Game Culture. Eds.: Stefano Gualeni, Riccardo Fassone, Dom Ford.
- 2024. “The Dynamic Roles of Home Bases: Finding Home in Game Worlds.” DiGRA 2024: Conference Proceedings of DiGRA 2024 Conference: Playgrounds.
- 2023. Memory of War. Remembering Hollywood’s Vietnam War in Call of Duty: Black Ops. In Arts & Cultural Studies Review 1 (55), pp. 35-52.
- 2022. Cool Games, Cool Japan. Staged Atmospheres in CYBERPUNK 2077 and GHOST OF TSUSHIMA. In Mental Health | Atmospheres | Video Games. New Directions in Game Research II, edited by Jimena Aguilar Rodríguez, Federico Alvarez Igarzábal, Michael S. Debus, Curtis L. Maughan, Su-Jin Song, Miruna Vozaru, Felix Zimmermann, 51-62. Bielefeld: Transcript Verlag.
- 2022. Mindspaces. The Mind as a Visual and Ludic Artifact. In Mental Health | Atmospheres | Video Games. New Directions in Game Research II, edited by Jimena Aguilar Rodríguez, Federico Alvarez Igarzábal, Michael S. Debus, Curtis L. Maughan, Su-Jin Song, Miruna Vozaru, Felix Zimmermann, 51-62. Bielefeld: Transcript Verlag.
- 2022. (Re)Creating Disney: Converging Game World Architecture in Kingdom Hearts. In Loading … (The Journal of the Canadian Game Studies Association).
- 2021. “Ein ‚Gamer‘ an der Universität und in der Wissenschaft: Vom Studium zur Videospielforschung.” In Paidia – Zeitschrift für Computerspielforschung.
- 2019. “The Playing Voyeur. Voyeurism and Affect in the Age of Video Games.” In Violence | Perception | Video Games: New Directions in Game Research, edited by Federico Alvarez Igarzábal, Michael S. Debus and Curtis L. Maughan, 63-76. Bielefeld: Transcript Verlag.
- 2019. “The theme park experience: Kingdom Hearts and the franchise.” DiGRA ’19 – Abstract Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix. Ritsumeikan University, Kyoto.
Conference Talks
- 2026. Touring Teyvat: Genshin Impact’s Themed Open World as Ludic Tourism. GachaCon scheduled for February 2026, City University of Hong Kong. Invited Speaker.
- 2025. The Player as Virtual Tourist – On Player Subjectivities through the Lens of Video Games. WGEA (Working Group on Environmental Aesthetics) Conference, University of Tokyo. Invited Speaker.
- 2025. Confronting Transgenerational Trauma and Memory in Call of Duty: Black Ops. MOVING THROUGH MEDIA Workshop (Danish Agency for Higher Education-funded), Tokyo.
- 2024. Doctoral Presentation at Winter School of the University of Sydney Games and Play Lab, Australia.
- 2023. Travel and Exploration in Elden Ring and Genshin Impact as an Essential Game Experience. DiGRA ’23 Abstract Proceedings, Sevilla, Spain.
- 2019. The Theme Park Experience: Kingdom Hearts and the Franchise. DiGRA ’19 Abstract Proceedings, Kyoto, Japan.
Non-Academic Publications
- 2025. Zwischen Kuchen und Kommerz: Warum Game-Cafés ein ambivalenter Zufluchtsort sind (Between Cake and Commerce: Why gaming cafés can be ambivalent places for escapism). In Debuff.
- 2024. “Am Anfang des Gachapon-Phänomens war die Schokolade” In Superlevel.
- 2023. Japans Indie-Szene steht an einem Wendepunkt. In Superlevel.
- 2022. Datenbank: Games und Erinnerungskultur “Glasfäden“. In Stiftung Digitale Spielekultur.
- 2022. “Das Berlin aus The Bus schwankt zwischen Detailtreue und Füllmaterial.” In Superlevel.