References
- Adorno, Theodor. 2005. Minima Moralia: Reflections on a Damaged Life. London: Verso.
- Andersen, Helge. 1983. “Spiele mit Zeit” [Plays with Time] TeleMatch. Issue 1, February 1983: 64–67. https://archive.org/details/TeleMatch.N02.1983.02-KCz.pdf/page/n63/mode/2up
- Augé, Marc. 1994. Orte und Nicht-Orte: Vorüberlegungen zu einer Ethnologie der Einsamkeit. Frankfurt: S. Fischer.
- Bollnow, Otto F. 1963. “Der Mensch und der Raum”. Universitas - Zeitschrift für Wissenschaft Kunst und Kultur 18: 499–514.
- Dierkes, Julian. 2010. Postwar History Education in Japan and the Germanys: Guilty Lessons. London: Routledge.
- Föllmer, Moritz. 2015. “Cities of Choice: Elective Affinities and the Transformation of Western European Urbanity from the Mid-1950s to the Early 1980s.” Contemporary European History 24: 577–596. doi:10.1017/S096077731500034X
- Fuchs, Mathias. 2019. Phantasmal Spaces: Archetypical Venues in Computer Games. New York: Bloomsbury.
- Gawaleus, Die Story Game&Watch Mickey Mouse MC-25, 1:05, 2009 January 10. https://www.youtube.com/watch?v=jdXwneNLRIQ (accessed December 15, 2020).
- Gee, James Paul. 2008. “Video Games and Embodiment.” Games and Culture 3, no. 3–4: 253–263.
- Gorges, Florent, and Isao Yamazaki. 2012. The History of Nintendo: 1889-1980, from Playing Cards to Game & Watch. Paris: Pix'N Love.
- Gorges, Florent, and Isao Yamazaki. 2012. The History of Nintendo: 1980-1991. Volume 2. Paris: Pix’N Love.
- Heidegger, Martin. 1971. “Building Dwelling Thinking.” Poetry, Language, Thought 154: 1–26.
- Heidtmann, Horst. 1992. Kindermedien. Stuttgart: Metzler.
- Herman, Leonard. 2008. “Handheld Video Game Systems.” In The Video Game Explosion: A History from PONG to Playstation and Beyond, edited by Mark J. P. Wolf, 143–148. Santa Barbara: ABC-CLIO.
- Hosokawa, Shuhei. 1984. “The Walkman Effect.” Popular Music 4: 165–180. doi:10.1017/S0261143000006218
- Iwata, Satoru. “Iwata asks” Nintendo. http://iwataasks.nintendo.com/interviews/#/clubn/game-and-watch-ball-reward/0/3
- Jer V. “Game & Watch Commercial (Japanese).” 0:29. https://www.youtube.com/watch?v=oq64s8TmANM (accessed March 15, 2022).
- Juul, Jesper. 2013. “Video Games makes us all Losers! Does Dying Over and Over in Modern Video Games Create a New Kind of Artistic Tragedy?” Salon, July 13. https://www.salon.com/2013/07/13/video_games_make_us_all_losers/
- Moores, Shaun. 2012. Media, Place and Mobility. New York: Palgrave Macmillan.
- Orbaugh, Sharalyn. 2012. “‘Kamishibai’ and the Art of the Interval.” Mechademia 7, no. 1: 78–100. doi:10.1353/mec.2012.0012
- Philipp, Klaus Jan. 2011. Rolf Gutbrod: Bauen in den Boomjahren der 1960er. Salzburg: Müry Salzmann.
- Power, Anne. 1993. Hovels to High Rise: State Housing in Europe since 1850. London: Psychology Press.
- Satoshi Matrix. 2015. “Game & Watch Multi-Screen Commercial [1982].” July 18, 0:29, https://www.youtube.com/watch?v=cjDtFrLBtjk (accessed March 15, 2022).
- Simmel, Georg. 1995. “Die Großstädte und das Geistesleben.” In Gesamtausgabe, edited by Georg Simmel. Frankfurt am Main: Suhrkamp.
- “Teufel in der Tasche.” 1981. Der Spiegel, November 2. https://www.spiegel.de/spiegel/print/d-14344082.html
- Tsurumi, Shunsuke. 2010. A Cultural History of Postwar Japan: 1945-1980. London: Routledge.
- VideoGameAds. “Nintendo Game & Watch Commercial 3 - Retro Video Game Commercial/Ad.” 0:30. https://youtu.be/sORvvBGGt4M (accessed March 15, 2022).
- Weber, Heike. 2015. Das Versprechen Mobiler Freiheit: Zur Kultur- und Technikgeschichte von Kofferradio, Walkman und Handy. Bielefeld: transcript Verlag, 2015.
- Whaley, Benjamin E. 2016. “Beyond 8-Bit: Trauma and Social Relevance in Japanese Video Games.” PhD diss., University of British Columbia. https://open.library.ubc.ca/cIRcle/collections/ubctheses/24/items/1.0314128
- Whistance-Smith, G. 2022. Expressive Space: Embodying Meaning in Video Game Environments. Berlin: de Gruyter.