[2021-04-29] Historical Digital Games as Experiences – How Atmospheres of the Past Satisfy Needs of Authenticity

Zimmermann, Felix (2021). „Historical Digital Games as Experiences – How Atmospheres of the Past Satisfy Needs of Authenticity“.In: Bonner, Marc (Hg.), Game | World | Architectonics – Transdisciplinary Approaches on Structures and Mechanics, Levels and Spaces, Aesthetics and Perception. Heidelberg: Heidelberg University Publishing, S. 19-34, https://heiup.uni-heidelberg.de/catalog/book/752/c10376 (Open Access)

[2022-03-07] Ethical Boredom in the Wilderness: Treating Red Dead Redemption 2 as an Ambience Action Game

Zimmermann, Felix (2022). „Ethical Boredom in the Wilderness: Treating Red Dead Redemption 2 as an Ambience Action Game.“In: Meinel, Dietmar (Hg.), Video Games and Spatiality in American Studies. Berlin: De Gruyter, S. 51-70, https://www.degruyter.com/document/doi/10.1515/9783110675184/html.

[2022-06-24] „Ich war so arrogant und dumm“ – Zur Dialektik des Holocausts im First-Person-Shooter am Beispiel von Wolfenstein: The New Order

Pfister, Eugen / Zimmermann, Felix (2022). „‚Ich war so arrogant und dumm‘ – Zur Dialektik des Holocausts im First-Person-Shooter am Beispiel von Wolfenstein: The New Order“.In: Inderst, Rudolf / Wagner, Pascal / Brandenburg, Aurelia (Hg.), “Eva, auf Wiedersehen!” – Zur Geschichte, Verhandlung und Einordnung der Wolfenstein-Spielereihe. Glückstadt: vwh, S. 87-124.