Games and Culture

Papers
(The median citation count of Games and Culture is 1. 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 2022-06-01 to 2026-06-01.)
ArticleCitations
Erratum129
High Fantasy RPGs and the Materiality of the Medieval Book41
Machina ex Dea, Dea ex Machina: Gaia/GAIA/All-Mother and Lugones’ “World”—Traveling in Horizon Zero Dawn (2017)40
Virtual Allies: Why Allyship is Critical to Diversification of Virtual Reality Gaming?30
Social Realism in Red Orchestra 2 (2011)26
Survey on Localization From the Development Perspective26
Livestreaming History: The Streamer-Historian and Historical Games Outreach25
Identifying Playfulness: An Empirical Study on How Adults Recognize and Define Playfulness Across Culture22
“Fear the Old Blood”: The Gothicism of Bloodborne21
Nietzschean Self-Overcoming as Self-Annihilation: The Limits of Intelligibility in Bloodborne and Lovecraft21
Uses and Gratifications of Biophilic Simulation Games21
“A Definition of Enchantment”: A New Approach to the Analysis of Magic Systems in Fantasy Games18
Esports Cannot Defeat Homophobia With Capitalism16
Identification of Memorable Game Experiences: Analysis of Escape Rooms Visitors’ Experiences15
Problematic Gaming at a Crossroad: Exploring the Interplay Between Internet Gaming Disorder, Toxic Attitudes, and Empathy in Digital Entertainment15
Teaching Game Development at Universities: A Systematic Literature Review of Educational Practices for Multidisciplinary Industrial Demands14
To the Center of Nowhere: Deep Mapping Digital Games’ Paratextual Geographies14
“As if Possessed by a Demon”: Subjectivity, Possession, and Undeadness in Metal Gear Solid14
Esports as a Cultural Microcosm for Studying Psycholinguistics14
Emotions in Game Data Work13
Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives13
Czech Appeal: Why and How National Game Productions Use Local Themes and Settings13
Hey, You ! The Importance of Pragmatics in Localizations of Mass Effect in French and Spanish13
The Rise of Gaming Nations13
“We're All Mad Here!”: Becoming God in Bloodborne12
The MTGO Virtual Economy: A Case Study on a “Play-to-Earn” Game That has Existed Since Before Cryptocurrency Was Even Invented12
Perceived Foolishness: How Does the Saltybet Community Construct AI vs AI Spectatorship?12
Return to the Pre-Modern: Mechanics Archeology of Fulu in Video Games11
Press [A] to Read This: A Mixed Methods Study of Characterised Versus Direct Instructions in The Legend of Zelda Videogame Series11
Designing the Future? The Metaverse, NFTs, & the Future as Defined by Unity Users11
Understanding Hopepunk Games: Combining Theories of Hope, Hauntology, and Utopia10
Mending the Broken World, Rebuilding the Community—On Positive Biopolitics in Digital Games10
Geopolitical Implications of E-Sports10
A Typology of Metagamers: Identifying Player Types Based on Beyond the Game Activities9
The Stupid, the Ridiculous, the Camp: How Goat Simulator's “Messy” Design Facilitates Queer Play9
“The Sense of Wonder”: Gaming Capital and Nostalgia for Inexperience in Magic: The Gathering9
“A Crown is Warranted With Strength”: Bosses, Fantasy, and Democracy in Elden Ring9
Beyond the Game Itself: Understanding Authorial Intent, Player Agency, and Materiality as Degrees of Paratextuality8
I Play, Therefore I Think: Procedural Philosophy in Remedy Entertainment's Alan Wake 2 (2023)8
Virtual Heterotopias and the Contested Histories of Kowloon Walled City8
“I think I Get Why y’all do this Now”: Reckoning With Elden Ring 's Difficulty in an Online Affinity Space8
Streamers as Arts Educators: Exploring Their Streaming Approaches as Pedagogical Practices8
Serious Games and Game Performance Before and During the Israel-Hamas War: The Case of Fact Finders and PeaceMaker7
Fantasies of Adequacy: Mythologies of Capital in Dark Souls7
Understanding How Marginal National Video Game Industries Differ7
Finish—Spare the Shame: Realism of Hellish Quart and Alt-Sarmatian Ideology7
Play and Misinformation: How America's Conspiracy Culture Became Gamified7
The Ones Who Walk Away from Hallownest: Hollow Knight 's Radical Response to the Omelas Dilemma6
FORGE: A Framework for Organizing Rewards in Gamified Environments6
Peace in the Valley: A Media and Discourse Analysis of Eric Barone's Stardew Valley Through Utopian Theory6
Cozy Ecogames6
Metamodern Nature of Hideo Kojima's Death Stranding Synopsis and Gameplay6
The ‘First Person Shooter’ Perspective: A Different View on First Person Shooters, Gamification, and First Person Terrorist Propaganda6
The Problem of Memory in the Assassin's Creed Series (2007–2020)6
Algorithmic Uncertainties in Video Game Forests6
A Seeming Change: Quasimorph and the Critique of Anarcho-Capitalism6
Taxonomy of Studies on the Use of Video Games in Entrepreneurship Education: A Systematic Literature Review with a Textometric Analysis6
Corrigendum to “It's Not a Game! Rules of Notice and Hermeneutics of Suspicion in Contemporary FMV Games”5
The Business of Play: Financialization and Optimization in World of Warcraft5
Exoplanetary Exploration and the End of the World in 22 Minutes: Philosofiction in Outer Wilds5
“A Legend From Before You Were Born”: Final Fantasy VII , Folklore, and Popular Culture5
Beyond Game Blocks: Adolescent Girl Players' Perspectives During COVID-195
The Table and the Tomb: Positioning Trans Power and Play Amid Fantasy Realism in Dungeons & Dragons5
Introduction: Reconsidering Paratext as a Received Concept5
Critical Nostalgia and the Utopian Impulse in UFO 505
Reshaping the Battlefield: The International Committee of the Red Cross, Video Games, and Public Relations5
Analog Simulation and the Indian Wars: Encountering the Other Through Board Wargames5
“Go. Just take him.”: PTSD and the Player-Character Relationship in The Last of Us Part II5
Character-Driven Storytelling Design for Digital Games: A Scoping Review5
Failing to See a Difference: Closing a Gender Gap in a Challenging Video Game5
‘Born of the Blood, Made Men by the Blood, Undone by the Blood’: Bloodborne as a Critical Reflection of Ghosts of the Anthropocene4
How Accessible is This Video Game? An Analysis Tool in Two Steps4
Among the Casters: A Qualitative Study of Work and Play in Nottingham's Lead Belt4
The Game-Like Experience of Virtual Reality Art: Sensational Players and Critical Audiences4
Mutants and Zombies Everywhere! Or Villains, Violence, and Selfishness: Questions of Humanity in the Post-apocalyptic (Pandemic) Video Game4
Blockchain Potentials for the Game Industry: A Review4
The Ecocritical Dimensions of Entertainment Video Games: A Systematic Review4
Thought Experiments in Video Games: Exploring the (Un)Ethics of Motherhood in Frictional Games’ Amnesia: Rebirth4
Gaming Capital on Overwatch's Official Forums4
Experience in Videogame Display: An Extension of the Matrix Model4
Gaming I, II, and III: Arcades, Video Game Systems, and Modern Game Streaming Services4
Playing with Character: A Framework of Characterization in Video Games4
How Does Exposure to General and Sexual Harassment Relate to Female Gamers’ Coping Strategies and Mental Health?4
“You’ve Been Living Here For as Long as You Can Remember”: Trauma in OMORI 's Environmental Design4
The Beautiful Rule: Thinking the Aesthetics of Game Rules4
The Ground Floor Approach to Video Game Accessibility: Identifying Design Features Prioritized by Accessibility Reviews4
The Development of Video Game Representations of the Middle East3
Gatekeeping the Gatekeepers: An Exploratory Study of Transformative Games Fandom & TikTok Algorithms3
Becoming Bayek: Blackness, Egypt, and Identity in Assassin's Creed: Origins3
Chippin’ In: An Analysis of the Criminological Concepts Within Cyberpunk 20773
The Technological Mediation of Collective Memory Through Historical Video Games3
Histories of Fallout : Competing Pasts and Brand Identities3
“Video Games Were My First Safe Space”: Queer Gaming in the Animal Crossing New Horizons LGBTIQA+ Community3
It's Not a Game! Rules of Notice and Hermeneutics of Suspicion in Contemporary FMV Games3
Games and Culture Special Issue publication notice3
Binary Barriers: Avatar Creation and Play for Nonbinary Video Game Players3
Times They Are A-Changin’? Evolving Representations of Women in the Assassin's Creed Franchise3
“Religious” and “Gamer”: Negotiating the Legitimacy of Video Games in a Muslim Context3
Disco Pinball: Declining Games and Depression in Disco Elysium3
Is Death Only the Beginning? How People Mourn Artificial Characters in Social Media3
The Dullahan, From Fairy to Undead Tracing the Cultural Hybridization of Irish Folklore in Japanese Games and Their Paratexts3
Cultural Imperialism and Video Game Localization: A Case Study of Revelations: Persona3
It's Not Always About You: The Subject and Ecological Entanglement in Video Games3
Exploring the Etymology of YouXi : A Chinese Perspective on the Concept of Game3
Profiles, Perceptions, and Experiences of Video Game Translators3
Eroticism and Design Workshops in Game Interfaces: Exploring a Mobile Otome Game for Chinese Women3
Cozy Violence: Animal Companions, Self-Care, and Nationalist Ideology in Rise of the Rōnin3
Playing Through the Pandemic: Gaming Usage as a Buffer During COVID-193
Videogames as an ‘Unheroic’ Medium: The Child Hero's Journey3
Fear of Monsters: Toward an Understanding of the Threat of the Computational Monster Read Through the Theoretical Lens of Game-Play2
The Future of Games Scholarship: An Interview With James Paul Gee2
Remediating Video Games in Contemporary Fiction: Literary Form and Intermedial Transfer2
Setting the Game Agenda: Reviewing the Emerging Literature on Video Gaming and Psychological Well-Being of Sexual and Gender Diverse Youth2
Towards Representational Adequacy: A Critical Analysis of Transgender Representation in Tell Me Why2
Broken Promises Marketing. Relations, Communication Strategies, and Ethics of Video Game Journalists and Developers: The Case of Cyberpunk 20772
Challenging Heroic Narratives of Polar Exploration in Indie Video Games2
Share the Experience, Don’t Take it: Toward Attunement With Neurodiversity in Videogames2
Replaying Wartime Résistance? Studying Ludic Memory-Making in the Open World Game The Saboteur2
The Use of Games in Citizen Science Based on Findings from the EyeWire User Study2
“After All, They Don’t Know Me” Exploring the Psychological Mechanisms of Toxic Behavior in Online Games2
Video Games Interventions to Reduce Radicalization and Violent Extremism in Young People: A Systematic Review2
Metaverse Engineering: Epic v. Apple , Ontopolitical Play, and Gaming the Law2
The Other Squid Game: How Splatoon 3 Promotes a Culture of Coziness, Inclusivity, and Becoming-Cephalopod2
Nature Playing: On the Experience of Contemplating Technologically Mediated Nature within the Game World of Riders Republic2
From Player to Posthuman: Subjectivity and Meaning-Making in Cyberpunk 20772
The Negative Geometry of Quake: Refusal, Subtraction, and Emergent Coherence2
Dark Patterns Meet the Gamer's Dilemma: Contrasting Morally Objectionable Content with Systems in Video Games2
Reflecting on Celeste : Abstracting Trans Representation2
Datafication of Digital Intimacy: The Dual Logic of Empowerment and Commodification2
Carbon Footprint of Online Multiplayer Games2
Are Inclusion and Diversity Even Possible? A Best-Fit Framework Synthesis of Video Game Development Ethnographies1
“You Feel Like You’ve Found a Place Where You Belong”: Symbolic Interactionism and Online Social Video Games in the Age of COVID-191
“A Place Where I Could Breathe Easily”: LGBTQ + Youth on Gaming Worlds as Digital Shelters1
The Invention of Leshy1
Mapping the Disciplinary Infrastructure: A Bibliometric Analysis of Games and Culture's Role in Game Studies Scholarship (2006–2025)1
Ecocritical Agency in I Was a Teenage Exocolonist1
Symbolic Violence in the Language of Game Descriptions of Blackness: The Case of Pathfinder1
Newsgames: The Use of Digital Games by Mass-Media Outlets to Convey Journalistic Messages1
Stochastic Process Approaches for Modeling of Games1
“Community” in Video Game Communities1
Video Games as Social Institutions1
Creative, Technical, Entrepreneurial: Formative Tensions in Game Development Higher Education1
Playing With Needles: Technology, Gender and Playful Participation in Online Knitting Communities1
The Revival of the White Whale: Kojima’s The Phantom Pain and Death Stranding against Melville’s 1
Mashing Up History and Heritage in Assassin’s Creed Odyssey1
Sculpting the Golf Swing: Performative Aesthetics in Sports Simulation Games1
Unreal Games1
Queer(ed) Avatars: Exploring Visual Identity Construction in Final Fantasy XIV Online Gaymers1
Desire and Delusion: Fetish of Brazilian Favela in Videogame (Mis)representation1
Welcome to Saints Gaming: Canada's First Varsity Esports Program1
Aesthetics, Engagement, and Narration: Temporal Constraint as an Articulator of Ludo-Narrative Time1
A Meta-Ethnography of Player Motivation in Digital Games: The 28 Dimensions of Play1
What are the Drivers, Barriers, Mechanisms, and Anchors of cross-industry cooperation? The Perspective of the Video Game Industry Ecosystem1
Enjoying the Uncertainty. How Dark Souls Performs Incompleteness Through Narrative, Level Design and Gameplay1
Are You Being Played?—Video Games as a Lens for Artificial Intelligence Ethics and Data Politics1
Let's Meetup? Board Game Communities in Hong Kong1
‘It's Just Not Safe’: Gender-Based Harassment and Toxicity Experiences of Women in Esports1
Dynamic Music Video: Categorizing the Convergence of Video Games and Music Videos1
Visions of Computing Futures: Meta, Apple, and the Technological Fictions of Digitally Real Worlds1
Paying, Playing, and Spectating: Relationships Between Digital Game Play and Spectating Esports1
Background Checks: Disentangling Class, Race, and Gender in CRPG Character Creators1
Don't Flip the Table Yet: A Framework for the Analysis of Visual and Cognitive Ergonomics in Board Games1
Gaming for Ecological Activism: A Multidimensional Model for Networks Articulated Through Video Games1
Rescripting of the Genre Through Greek Mythology in Hades1
The Inverted Cryptoeconomy: The Search for Endogenous Value in No Man’s Sky1
Minecraft as a Pedagogical Tool: A Systematic Literature Review (2014–2024)1
Rhyming Rudely: From Medieval Flyting to Invective Poetry in Video Games1
Exploring Online Gaming Communities Through Documentary Filmmaking1
Trains, Stations, and Railways as Harbingers of Biopolitics in Digital Games: From Governance to Hauntology1
The Show, the Game, and the Old Gods: On the Ontological Reframing and the Fiction/Real Boundary1
Right-Wing Extremism in Mainstream Games: A Review of the Literature1
Experience, Rationality, Situation and Fallibilism: Establishing a Feminist Pragmatist Epistemology in Game Studies1
Enjoying My Time in the Animus: A Quantitative Survey on Perceived Realism and Enjoyment of Historical Video Games1
Bridge Babies and Rebuilding America: Reproductive Commodification in Death Stranding1
Do Video Games Matter? Examining Video Games’ Pathways to Legitimacy and Cultural Value Through Cultural Intermediaries1
“Protecting our female gaze rights”: Chinese Female Gamers’ and Game Producers’ Negotiations with Government Restrictions on Erotic Material1
Dungeons, Dragons, and Rogues: How Picaresque Literature Shaped the Thief Class in Dungeons & Dragons1
Formal Constraints and Creativity: Connecting Game Jams, Dogma ’95, the Demo Scene, OuBaPo, and Renga poets1
Worlds of Light, Fading. Dead Games and End-of-Life Software as Ruins of Digital Interactive Entertainment1
Desert Bus : Abusive Game Design, The Martyrdom Effect, and Fan Activism on Twitch.tv1
Gamification is not Working: Why?1
Just Fun and Games? A Sociological Consideration of Fun in Video Games1
“A Little Bit Like Psychological Torture”: A Grounded Theory of the Sociocultural Challenges Surrounding Expertise Development in an Emerging Esports Ecosystem1
“How is it that Someone Like You: paragon, Damn Near Saint; Could Love this World so Damn Much but No One in It?”: Horizon Zero Dawn 's Aloy and the Disr1
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