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Eyman, Guo & Sun 2024. Eyman, Douglas; Guo, Li; Sun, Hongmei (2024). "Introduction: Games, Gaming, and Interactive Aesthetics in Contemporary Chinese and Sinophone Cinema". Journal of Chinese Film Studies. 4 (3): 427–444. doi:10.1515/jcfs-2024-0049.
Nishi 2025. Nishi (5 October 2025). "『Depth Loop』人狼側の背景・設定を知ったとき、人狼ゲームは人間への復讐劇となる。人狼ゲームの高度な戦略と濃密なドラマ、イシイジロウ氏の新たな挑戦に迫る"[『Depth Loop』When the werewolf side's background and setting are revealed, the werewolf game becomes a tale of revenge against humanity. We delve into the game's sophisticated strategy, intense drama, and Ishii Jiro's new challenge.]. Famitsu (in Japanese). Japan: Kadokawa Game Linkage. Archived from the original on 16 November 2025. Retrieved 13 January 2026.
Iwai 2019. Iwai, Kasai (24 July 2019). "ビジュアルノベルはいつ成立し、そして現在に至るのか? ストーリーゲーム研究家・福山幸司氏が解説する歴史"[When Did Visual Novels First Appear and How Have They Evolved to the Present Day? Story Game Researcher Koji Fukuyama Explains Their History]. GameBusiness.jp. IID[ja]. Archived from the original on 4 December 2020. Retrieved 4 November 2025.
Mio 2023. Mio (9 August 2023). "ゲーム要素が多すぎる?海外ビジュアルノベルDBから『グノーシア』が削除…曖昧なジャンル定義の難しさ"[Too Many Game Elements? 'Gnosia' Removed From Overseas Visual Novel Database... The Difficulty of Ambiguous Genre Definitions]. Gamebusiness.jp (in Japanese). Archived from the original on 10 August 2023. Retrieved 5 November 2025.
Nanabe 2006, p.70. Nanabe, Nobushige (28 February 2006). 文化創造の条件 -2つのゲーム「場」の文化生産論的考察から-[Conditions for Cultural Creation: A Cultural Production Theory Examination of Two Game "Spaces"]. Bulletin of the Graduate Division of Literature of Waseda University (Thesis) (in Japanese). Waseda University. hdl:2065/27549. ISSN1341-7517.
Iwai 2019. Iwai, Kasai (24 July 2019). "ビジュアルノベルはいつ成立し、そして現在に至るのか? ストーリーゲーム研究家・福山幸司氏が解説する歴史"[When Did Visual Novels First Appear and How Have They Evolved to the Present Day? Story Game Researcher Koji Fukuyama Explains Their History]. GameBusiness.jp. IID[ja]. Archived from the original on 4 December 2020. Retrieved 4 November 2025.
Taitai 2013. Taitai, ed. (9 November 2013). "イシイジロウ氏ら第一線で活躍するクリエイターがアドベンチャーゲームを語り尽くす!――「弟切草」「かまいたちの夜」から始まった僕らのアドベンチャーゲーム開発史(前編)"[Leading creators including Mr. Shiro Ishii Discuss Adventure Games! ― Our History of Adventure Game Development, Which Started with "Otogirisō" and "Banshee's Last Cry"]. 4Gamer.net (in Japanese). Aetas Inc. Archived from the original on 11 November 2013. Retrieved 28 November 2024.
Mio 2023. Mio (9 August 2023). "ゲーム要素が多すぎる?海外ビジュアルノベルDBから『グノーシア』が削除…曖昧なジャンル定義の難しさ"[Too Many Game Elements? 'Gnosia' Removed From Overseas Visual Novel Database... The Difficulty of Ambiguous Genre Definitions]. Gamebusiness.jp (in Japanese). Archived from the original on 10 August 2023. Retrieved 5 November 2025.
Nishi 2025. Nishi (5 October 2025). "『Depth Loop』人狼側の背景・設定を知ったとき、人狼ゲームは人間への復讐劇となる。人狼ゲームの高度な戦略と濃密なドラマ、イシイジロウ氏の新たな挑戦に迫る"[『Depth Loop』When the werewolf side's background and setting are revealed, the werewolf game becomes a tale of revenge against humanity. We delve into the game's sophisticated strategy, intense drama, and Ishii Jiro's new challenge.]. Famitsu (in Japanese). Japan: Kadokawa Game Linkage. Archived from the original on 16 November 2025. Retrieved 13 January 2026.
Nanabe 2006, p.70. Nanabe, Nobushige (28 February 2006). 文化創造の条件 -2つのゲーム「場」の文化生産論的考察から-[Conditions for Cultural Creation: A Cultural Production Theory Examination of Two Game "Spaces"]. Bulletin of the Graduate Division of Literature of Waseda University (Thesis) (in Japanese). Waseda University. hdl:2065/27549. ISSN1341-7517.