Games and Culture

Papers
(The H4-Index of Games and Culture is 16. The table below lists those papers that are above that threshold based on CrossRef citation counts [max. 250 papers]. The publications cover those that have been published in the past four years, i.e., from 2022-08-01 to 2026-08-01.)
ArticleCitations
Erratum146
Virtual Allies: Why Allyship is Critical to Diversification of Virtual Reality Gaming?49
Livestreaming History: The Streamer-Historian and Historical Games Outreach47
Nietzschean Self-Overcoming as Self-Annihilation: The Limits of Intelligibility in Bloodborne and Lovecraft33
Uses and Gratifications of Biophilic Simulation Games31
“A Definition of Enchantment”: A New Approach to the Analysis of Magic Systems in Fantasy Games30
“Fear the Old Blood”: The Gothicism of Bloodborne27
Identifying Playfulness: An Empirical Study on How Adults Recognize and Define Playfulness Across Culture24
Survey on Localization From the Development Perspective23
Machina ex Dea, Dea ex Machina: Gaia/GAIA/All-Mother and Lugones’ “World”—Traveling in Horizon Zero Dawn (2017)23
High Fantasy RPGs and the Materiality of the Medieval Book22
Problematic Gaming at a Crossroad: Exploring the Interplay Between Internet Gaming Disorder, Toxic Attitudes, and Empathy in Digital Entertainment22
Identification of Memorable Game Experiences: Analysis of Escape Rooms Visitors’ Experiences20
Esports Cannot Defeat Homophobia With Capitalism18
The MTGO Virtual Economy: A Case Study on a “Play-to-Earn” Game That has Existed Since Before Cryptocurrency Was Even Invented17
Esports as a Cultural Microcosm for Studying Psycholinguistics16
The Rise of Gaming Nations16
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