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 2021-12-01 to 2025-12-01.)
ArticleCitations
Mask of the Translator: Walter Benjamin and Metal Gear Solid’s Difficult Relationship with Localization96
Erratum37
Social Realism in Red Orchestra 2 (2011)34
Horror Video Games and the “Active-Passive” Debate29
Livestreaming History: The Streamer-Historian and Historical Games Outreach22
Uses and Gratifications of Biophilic Simulation Games20
Identifying Playfulness: An Empirical Study on How Adults Recognize and Define Playfulness Across Culture20
Virtual Allies: Why Allyship is Critical to Diversification of Virtual Reality Gaming?18
“Fear the Old Blood”: The Gothicism of Bloodborne17
High Fantasy RPGs and the Materiality of the Medieval Book17
Machina ex Dea, Dea ex Machina: Gaia/GAIA/All-Mother and Lugones’ “World”—Traveling in Horizon Zero Dawn (2017)16
“A Definition of Enchantment”: A New Approach to the Analysis of Magic Systems in Fantasy Games16
Survey on Localization From the Development Perspective15
Esports Cannot Defeat Homophobia With Capitalism15
Exploring Player Understandings of Historical Accuracy and Historical Authenticity in Video Games14
Czech Appeal: Why and How National Game Productions Use Local Themes and Settings14
Identification of Memorable Game Experiences: Analysis of Escape Rooms Visitors’ Experiences14
The MTGO Virtual Economy: A Case Study on a “Play-to-Earn” Game That has Existed Since Before Cryptocurrency Was Even Invented14
Problematic Gaming at a Crossroad: Exploring the Interplay Between Internet Gaming Disorder, Toxic Attitudes, and Empathy in Digital Entertainment14
The Rise of Gaming Nations13
Emotions in Game Data Work12
Hey, You ! The Importance of Pragmatics in Localizations of Mass Effect in French and Spanish12
“What are you Bringing to the Table?”: The Something Awful Let’s Play Community as a Serious Leisure Subculture11
Geopolitical Implications of E-Sports11
“As if Possessed by a Demon”: Subjectivity, Possession, and Undeadness in Metal Gear Solid11
Esports as a Cultural Microcosm for Studying Psycholinguistics11
“We're All Mad Here!”: Becoming God in Bloodborne11
To the Center of Nowhere: Deep Mapping Digital Games’ Paratextual Geographies11
Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives11
“A Crown is Warranted With Strength”: Bosses, Fantasy, and Democracy in Elden Ring10
“The Sense of Wonder”: Gaming Capital and Nostalgia for Inexperience in Magic: The Gathering10
Designing the Future? The Metaverse, NFTs, & the Future as Defined by Unity Users10
Perceived Foolishness: How Does the Saltybet Community Construct AI vs AI Spectatorship?10
“I think I Get Why y’all do this Now”: Reckoning With Elden Ring 's Difficulty in an Online Affinity Space9
Play and Misinformation: How America's Conspiracy Culture Became Gamified9
Gameplay Bricks Model, a Theoretical Framework to Match Game Mechanics and Cognitive Functions9
Streamers as Arts Educators: Exploring Their Streaming Approaches as Pedagogical Practices9
A Typology of Metagamers: Identifying Player Types Based on Beyond the Game Activities9
Fantasies of Adequacy: Mythologies of Capital in Dark Souls9
Virtual Heterotopias and the Contested Histories of Kowloon Walled City9
I Play, Therefore I Think: Procedural Philosophy in Remedy Entertainment's Alan Wake 2 (2023)8
Understanding How Marginal National Video Game Industries Differ8
Beyond the Game Itself: Understanding Authorial Intent, Player Agency, and Materiality as Degrees of Paratextuality7
Metamodern Nature of Hideo Kojima's Death Stranding Synopsis and Gameplay7
Finish—Spare the Shame: Realism of Hellish Quart and Alt-Sarmatian Ideology7
MeetDurian: Can Location-Based Games be Used to Improve COVID-19 Hygiene Habits?7
The Problem of Memory in the Assassin's Creed Series (2007–2020)7
The Stupid, the Ridiculous, the Camp: How Goat Simulator's “Messy” Design Facilitates Queer Play7
FORGE: A Framework for Organizing Rewards in Gamified Environments7
The Ones Who Walk Away from Hallownest: Hollow Knight's Radical Response to the Omelas Dilemma7
Serious Games and Game Performance Before and During the Israel-Hamas War: The Case of Fact Finders and PeaceMaker7
Corrigendum to “It's Not a Game! Rules of Notice and Hermeneutics of Suspicion in Contemporary FMV Games”6
The Business of Play: Financialization and Optimization in World of Warcraft6
A Conservative Metric of Power Creep6
Exoplanetary Exploration and the End of the World in 22 Minutes: Philosofiction in Outer Wilds6
Taxonomy of Studies on the Use of Video Games in Entrepreneurship Education: A Systematic Literature Review with a Textometric Analysis6
Analog Simulation and the Indian Wars: Encountering the Other Through Board Wargames6
The ‘First Person Shooter’ Perspective: A Different View on First Person Shooters, Gamification, and First Person Terrorist Propaganda6
Peace in the Valley: A Media and Discourse Analysis of Eric Barone's Stardew Valley Through Utopian Theory6
Introduction: Reconsidering Paratext as a Received Concept5
“Go. Just take him.”: PTSD and the Player-Character Relationship in The Last of Us Part II5
Failing to See a Difference: Closing a Gender Gap in a Challenging Video Game5
The Table and the Tomb: Positioning Trans Power and Play Amid Fantasy Realism in Dungeons & Dragons5
“A Legend From Before You Were Born”: Final Fantasy VII, Folklore, and Popular Culture5
Beyond Game Blocks: Adolescent Girl Players' Perspectives During COVID-195
‘You Game Like a Girl’: Perceptions of Gender and Competence in Gaming5
The Moral Service of Trans NPCs: Examining the Roles of Transgender Non-Player Characters in Role-Playing Video Games5
Character-Driven Storytelling Design for Digital Games: A Scoping Review5
Reshaping the Battlefield: The International Committee of the Red Cross, Video Games, and Public Relations5
Critical Nostalgia and the Utopian Impulse in UFO 505
How Does Exposure to General and Sexual Harassment Relate to Female Gamers’ Coping Strategies and Mental Health?4
Gaming Capital on Overwatch's Official Forums4
Blockchain Potentials for the Game Industry: A Review4
The Game-Like Experience of Virtual Reality Art: Sensational Players and Critical Audiences4
The Ground Floor Approach to Video Game Accessibility: Identifying Design Features Prioritized by Accessibility Reviews4
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
Mutants and Zombies Everywhere! Or Villains, Violence, and Selfishness: Questions of Humanity in the Post-apocalyptic (Pandemic) Video Game4
The Doors of Perception: Horror Video Games and the Ideological Implications of Ludic Virtual Reality4
Playing with Character: A Framework of Characterization in Video Games4
The Data-Driven Myth and the Deceptive Futurity of “the World’s Fastest Growing Games Region”: Selling the Southeast Asian Games Market via Game Analytics4
“You’ve Been Living Here For as Long as You Can Remember”: Trauma in OMORI's Environmental Design4
Thought Experiments in Video Games: Exploring the (Un)Ethics of Motherhood in Frictional Games’ Amnesia: Rebirth4
Gaming I, II, and III: Arcades, Video Game Systems, and Modern Game Streaming Services4
Translation Solutions in Professional Video Game Localization in Iran4
‘Born of the Blood, Made Men by the Blood, Undone by the Blood’: Bloodborne as a Critical Reflection of Ghosts of the Anthropocene4
The Beautiful Rule: Thinking the Aesthetics of Game Rules4
Eroticism and Design Workshops in Game Interfaces: Exploring a Mobile Otome Game for Chinese Women3
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
Cultural Imperialism and Video Game Localization: A Case Study of Revelations: Persona3
Chippin’ In: An Analysis of the Criminological Concepts Within Cyberpunk 20773
Becoming Bayek: Blackness, Egypt, and Identity in Assassin's Creed: Origins3
Profiles, Perceptions, and Experiences of Video Game Translators3
The Technological Mediation of Collective Memory Through Historical Video Games3
Games and Culture Special Issue publication notice3
Gatekeeping the Gatekeepers: An Exploratory Study of Transformative Games Fandom & TikTok Algorithms3
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
Conceptualizing the Roles of Involvement and Immersion in Persuasive Games3
The Dullahan, From Fairy to Undead Tracing the Cultural Hybridization of Irish Folklore in Japanese Games and Their Paratexts3
Game-Assisted Social Activism: Game Literacy in Hong Kong’s Anti-Extradition Movement3
The Development of Video Game Representations of the Middle East3
Experience in Videogame Display: An Extension of the Matrix Model3
Why do We Play? Towards a Comprehensive Player Typology3
“Religious” and “Gamer”: Negotiating the Legitimacy of Video Games in a Muslim Context3
Disco Pinball: Declining Games and Depression in Disco Elysium3
It's Not a Game! Rules of Notice and Hermeneutics of Suspicion in Contemporary FMV Games3
Postphenomenology, Kill Cams and Shooters: Exploring the Code of Replay Sequences2
Remediating Video Games in Contemporary Fiction: Literary Form and Intermedial Transfer2
Challenging Heroic Narratives of Polar Exploration in Indie Video Games2
Datafication of Digital Intimacy: The Dual Logic of Empowerment and Commodification2
Dark Patterns Meet the Gamer's Dilemma: Contrasting Morally Objectionable Content with Systems in Video Games2
Setting the Game Agenda: Reviewing the Emerging Literature on Video Gaming and Psychological Well-Being of Sexual and Gender Diverse Youth2
Cozy Violence: Animal Companions, Self-Care, and Nationalist Ideology in Rise of the Rōnin2
Undertale’s Loveable Monsters: Investigating Parasocial Relationships with Non-Player Characters2
The Use of Games in Citizen Science Based on Findings from the EyeWire User Study2
Fear of Monsters: Toward an Understanding of the Threat of the Computational Monster Read Through the Theoretical Lens of Game-Play2
Reflecting on Celeste : Abstracting Trans Representation2
Replaying Wartime Résistance? Studying Ludic Memory-Making in the Open World Game The Saboteur2
Share the Experience, Don’t Take it: Toward Attunement With Neurodiversity in Videogames2
Towards Representational Adequacy: A Critical Analysis of Transgender Representation in Tell Me Why2
Becoming Afflicted, Becoming Virtuous: Darkest Dungeon and the Human Response to Stress2
Playing Through the Pandemic: Gaming Usage as a Buffer During COVID-192
Is Death Only the Beginning? How People Mourn Artificial Characters in Social Media2
Video Games Interventions to Reduce Radicalization and Violent Extremism in Young People: A Systematic Review2
“After All, They Don’t Know Me” Exploring the Psychological Mechanisms of Toxic Behavior in Online Games2
Broken Promises Marketing. Relations, Communication Strategies, and Ethics of Video Game Journalists and Developers: The Case of Cyberpunk 20772
The Future of Games Scholarship: An Interview With James Paul Gee2
Nature Playing: On the Experience of Contemplating Technologically Mediated Nature within the Game World of Riders Republic2
“Video Games Were My First Safe Space”: Queer Gaming in the Animal Crossing New Horizons LGBTIQA+ Community2
Foreign Yet Familiar: J. L. Borges’ Book of Imaginary Beings and Other Cultural Ferrymen in Japanese Fantasy Games2
Videogames as an ‘Unheroic’ Medium: The Child Hero's Journey2
The COVID Season: U.S. Collegiate Esports Programs’ Material Challenges and Opportunities During the 2020–21 Pandemic2
Families Playing Animal Crossing Together: Coping With Video Games During the COVID-19 Pandemic1
Experience, Rationality, Situation and Fallibilism: Establishing a Feminist Pragmatist Epistemology in Game Studies1
Enjoying the Uncertainty. How Dark Souls Performs Incompleteness Through Narrative, Level Design and Gameplay1
“Community” in Video Game Communities1
Bridge Babies and Rebuilding America: Reproductive Commodification in Death Stranding1
Trains, Stations, and Railways as Harbingers of Biopolitics in Digital Games: From Governance to Hauntology1
Mashing Up History and Heritage in Assassin’s Creed Odyssey1
What are the Drivers, Barriers, Mechanisms, and Anchors of cross-industry cooperation? The Perspective of the Video Game Industry Ecosystem1
“You Feel Like You’ve Found a Place Where You Belong”: Symbolic Interactionism and Online Social Video Games in the Age of COVID-191
Creative, Technical, Entrepreneurial: Formative Tensions in Game Development Higher Education1
Recentering Indigenous Epistemologies Through Digital Games: Sámi Perspectives on Nature in Rievssat (2018)1
The Collector, the Glitcher, and the Denkbilder: Toward a Critical Aesthetic Theory of Video Games1
Dynamic Music Video: Categorizing the Convergence of Video Games and Music Videos1
Right-Wing Extremism in Mainstream Games: A Review of the Literature1
Playing With Needles: Technology, Gender and Playful Participation in Online Knitting Communities1
Developing Meaning: Critical Violence and Eudaimonic Entertainment in the Seventh Console Generation1
‘It's Just Not Safe’: Gender-Based Harassment and Toxicity Experiences of Women in Esports1
The Invention of Leshy1
“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 Disruption of Hetero-Amatonormative Benevolen1
Enjoying My Time in the Animus: A Quantitative Survey on Perceived Realism and Enjoyment of Historical Video Games1
Ecocritical Agency in I Was a Teenage Exocolonist1
The Significance and Complexities of Anti-Corporate Gamer Activism: Struggles Against the Exploitation and Control of Game-Worlds in 2000s China1
Formal Constraints and Creativity: Connecting Game Jams, Dogma ’95, the Demo Scene, OuBaPo, and Renga poets1
Stochastic Process Approaches for Modeling of Games1
The Economy of Time, the Rationalisation of Resources: Discipline, Desire and Deferred Value in the Playing of Gacha Games1
Aesthetics, Engagement, and Narration: Temporal Constraint as an Articulator of Ludo-Narrative Time1
Growing Pains in Esports Associationalism: Four Modes of National Esports Associational Development1
Video Games as Social Institutions1
Symbolic Violence in the Language of Game Descriptions of Blackness: The Case of Pathfinder1
Exploring Online Gaming Communities Through Documentary Filmmaking1
Dungeons, Dragons, and Rogues: How Picaresque Literature Shaped the Thief Class in Dungeons & Dragons1
Gamification is not Working: Why?1
“Protecting our female gaze rights”: Chinese Female Gamers’ and Game Producers’ Negotiations with Government Restrictions on Erotic Material1
The Other Squid Game: How Splatoon 3 Promotes a Culture of Coziness, Inclusivity, and Becoming-Cephalopod1
A Meta-Ethnography of Player Motivation in Digital Games: The 28 Dimensions of Play1
Whose Expression Is It Anyway? Videogames and the Freedom of Expression1
Do Video Games Matter? Examining Video Games’ Pathways to Legitimacy and Cultural Value Through Cultural Intermediaries1
Let's Meetup? Board Game Communities in Hong Kong1
The Revival of the White Whale: Kojima’s The Phantom Pain and Death Stranding against Melville’s Moby-Dick1
Importance of Social Videogaming for Connection with Others During the COVID-19 Pandemic1
Rhyming Rudely: From Medieval Flyting to Invective Poetry in Video Games1
Desert Bus: Abusive Game Design, The Martyrdom Effect, and Fan Activism on Twitch.tv1
The Show, the Game, and the Old Gods: On the Ontological Reframing and the Fiction/Real Boundary1
Balancing Ethics, Art and Economics: A Qualitative Analysis of Game Designer Perspectives on Monetisation1
Newsgames: The Use of Digital Games by Mass-Media Outlets to Convey Journalistic Messages1
Paying, Playing, and Spectating: Relationships Between Digital Game Play and Spectating Esports1
Don't Flip the Table Yet: A Framework for the Analysis of Visual and Cognitive Ergonomics in Board Games1
Worlds of Light, Fading. Dead Games and End-of-Life Software as Ruins of Digital Interactive Entertainment1
Toward a Study of Pinball1
Background Checks: Disentangling Class, Race, and Gender in CRPG Character Creators1
Desire and Delusion: Fetish of Brazilian Favela in Videogame (Mis)representation1
Welcome to Saints Gaming: Canada's First Varsity Esports Program1
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