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 2020-11-01 to 2024-11-01.)
ArticleCitations
Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being145
Behind the Streams: The Off-Camera Labour of Game Live Streaming28
Heritage Sites and Video Games: Questions of Authenticity and Immersion27
“I Can be Who I Am When I Play Tekken 7”: E-sports Women Participants from the Islamic Republic of Pakistan20
Families Playing Animal Crossing Together: Coping With Video Games During the COVID-19 Pandemic20
Gamification in Education: Why, Where, When, and How?—A Systematic Review18
“After All, They Don’t Know Me” Exploring the Psychological Mechanisms of Toxic Behavior in Online Games17
Designing the Future? The Metaverse, NFTs, & the Future as Defined by Unity Users17
Engagement With the Gurus of Gaming Culture: Parasocial Relationships to Let’s Players17
The Industry of Landlords: Exploring the Assetization of the Triple-A Game12
Masculine Pleasures as Normalized Practices: Character Design in the Video Game Industry12
Archeology of Abandoned Human Settlements in No Man’s Sky: A New Approach to Recording and Preserving User-Generated Content in Digital Games11
Online Gaming and Racism: Impact on Psychological Distress Among Black, Asian, and Latinx Emerging Adults11
Playthings10
Gamifying Contentious Politics: Gaming Capital and Playful Resistance10
Disability and Video Games Journalism: A Discourse Analysis of Accessibility and Gaming Culture10
Becoming a Gamer: Performative Construction of Gendered Gamer Identities10
Returning to Azeroth: Nostalgia, Sense of Place, and Social Presence in World of Warcraft Classic9
The Economy of Time, the Rationalisation of Resources: Discipline, Desire and Deferred Value in the Playing of Gacha Games9
Using Case Studies to Explore Need Satisfaction and Frustration in Puzzle Video Games9
Pivotal Play: Rethinking Meaningful Play in Games Through Death in Dungeons & Dragons9
Balancing Ethics, Art and Economics: A Qualitative Analysis of Game Designer Perspectives on Monetisation8
‘You Game Like a Girl’: Perceptions of Gender and Competence in Gaming8
‘Thank you for your compliance’: Overwatch as a Disciplinary System8
Professional Gaming and Pro-Gamers: What Do We Know So Far? A Systematic Review8
Right-Wing Extremism in Mainstream Games: A Review of the Literature8
A Virtual Reality Educational Game for the Ethics of Cultural Heritage Repatriation7
Studying Game Development Cultures7
History, Heritage, and Memory in Video Games: Approaching the Past in Svoboda 1945: Liberation and Train to Sachsenhausen7
Translation Solutions in Professional Video Game Localization in Iran7
Newsgames: The Use of Digital Games by Mass-Media Outlets to Convey Journalistic Messages7
Are Video Games Still a Boys’ Club? How German Public Television Covers Video Games7
Animating a Plausible Past: Perceived Realism and Sense of Place Influence Entertainment of and Tourism Intentions From Historical Video Games7
Growing Pains in Esports Associationalism: Four Modes of National Esports Associational Development7
Share the Experience, Don’t Take it: Toward Attunement With Neurodiversity in Videogames6
Chinese Gold-Farming in the 2000s: Worker Empowerment and Local Development Through Video Games-Based Digital Labor6
Last Man Standing: Battle Royale Games Through the Lens of Self-Determination Theory6
The Proteus Effect: Overview, Reflection, and Recommendations6
Undertale’s Loveable Monsters: Investigating Parasocial Relationships with Non-Player Characters6
Mashing Up History and Heritage in Assassin’s Creed Odyssey6
Exploring Player Understandings of Historical Accuracy and Historical Authenticity in Video Games6
Assembling Auras: Towards a Methodology for the Preservation and Study of Video Games as Cultural Heritage Artefacts5
“She's Built Like a Tank”: Player Reaction to Abby Anderson in The Last of Us: Part II5
Reconstructing History and Culture in Game Discourse: A Linguistic Analysis of Heroic Stories in Honor of Kings5
Horror Video Games and the “Active-Passive” Debate5
The COVID Season: U.S. Collegiate Esports Programs’ Material Challenges and Opportunities During the 2020–21 Pandemic5
Uncovering the Meaning: Exploring Semantic Differences in US Perceptions of “Gamer” and Game Players5
Heroes and Hooligans: The Heterogeneity of Video Game Modders5
Morality Meters and Their Impacts on Moral Choices in Videogames: A Qualitative Study5
How Accessible is This Video Game? An Analysis Tool in Two Steps5
Video Game Development in India: A Cultural and Creative Industry Embracing Regional Cultural Heritage(s)5
Developer Credit: Para-Industrial Hierarchies of In-Game Credit Attribution in the Video Game Industry5
Blockchain Potentials for the Game Industry: A Review4
Setting the Game Agenda: Reviewing the Emerging Literature on Video Gaming and Psychological Well-Being of Sexual and Gender Diverse Youth4
Exploring the Feminization of Backseat Gaming Through Girlfriend Reviews YouTube Channel4
Enjoying My Time in the Animus: A Quantitative Survey on Perceived Realism and Enjoyment of Historical Video Games4
The ‘First Person Shooter’ Perspective: A Different View on First Person Shooters, Gamification, and First Person Terrorist Propaganda4
White-Collar Criminality Within the Video Game Industry4
Geek Cuisine: Extending the Narrative of a Junk Food Gamer4
Towards Sovereign Games4
A Typology of Metagamers: Identifying Player Types Based on Beyond the Game Activities3
Gameplay Bricks Model, a Theoretical Framework to Match Game Mechanics and Cognitive Functions3
Game-Assisted Social Activism: Game Literacy in Hong Kong’s Anti-Extradition Movement3
Videogames as an ‘Unheroic’ Medium: The Child Hero's Journey3
An “Alternative to the Pen”? Perspectives for the Design of Historiographical Videogames3
Toward a Study of Pinball3
What Does it Mean to be a Female Character in “Indie” Game Storytelling? Narrative Framing and Humanization in Independently Developed Video Games3
“What are you Bringing to the Table?”: The Something Awful Let’s Play Community as a Serious Leisure Subculture3
“Protecting our female gaze rights”: Chinese Female Gamers’ and Game Producers’ Negotiations with Government Restrictions on Erotic Material3
Background Checks: Disentangling Class, Race, and Gender in CRPG Character Creators3
Torres Strait Virtual Reality: A Reflection on the Intersection between Culture, Game Design and Research3
Why do We Play? Towards a Comprehensive Player Typology3
Seeking a Sense of Control or Escapism? The Role of Video Games in Coping with Unemployment3
Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives3
The Significance and Complexities of Anti-Corporate Gamer Activism: Struggles Against the Exploitation and Control of Game-Worlds in 2000s China3
Far Cry 5, American Right-Wing Terrorism, and Doomsday Prepper Culture3
Virtual Heterotopias and the Contested Histories of Kowloon Walled City3
Crab-Rangoons in Kyrat: (Re)Writing South-Asian History in Far Cry 42
Gamification is not Working: Why?2
Mutants and Zombies Everywhere! Or Villains, Violence, and Selfishness: Questions of Humanity in the Post-apocalyptic (Pandemic) Video Game2
Rethinking Remakes: Value and Culture in Video Game Temporalization2
The Moral Service of Trans NPCs: Examining the Roles of Transgender Non-Player Characters in Role-Playing Video Games2
Virtual Empire: Performing Colonialism in the MMORPG Runescape2
The Data-Driven Myth and the Deceptive Futurity of “the World’s Fastest Growing Games Region”: Selling the Southeast Asian Games Market via Game Analytics2
Creative, Technical, Entrepreneurial: Formative Tensions in Game Development Higher Education2
The Beautiful Rule: Thinking the Aesthetics of Game Rules2
Critical Protocols in Indigenous Gamespace2
“Go. Just take him.”: PTSD and the Player-Character Relationship in The Last of Us Part II2
Identification of Memorable Game Experiences: Analysis of Escape Rooms Visitors’ Experiences2
The Orc—Playing the “Wholly Other”: Investigations of Kant's Sublime and The Technological Sublime in Blizzard Entertainment's Massive Multiplayer Online Game World of Warcraft2
Developing Meaning: Critical Violence and Eudaimonic Entertainment in the Seventh Console Generation2
“Community” in Video Game Communities2
“Never Good Enough”: Player Identities, Experiences, and Coping Strategies of Women in Czech Video Game Journalism2
Reading Ren’Py: Game Engine Affordances and Design Possibilities2
Level Design Processes and Challenges: A Cross Section of Game Development2
The Collector, the Glitcher, and the Denkbilder: Toward a Critical Aesthetic Theory of Video Games2
Becoming Bayek: Blackness, Egypt, and Identity in Assassin's Creed: Origins2
Video Games Interventions to Reduce Radicalization and Violent Extremism in Young People: A Systematic Review2
The Seriousness of Play: Johan Huizinga and Carl Schmitt on Play and the Political2
‘You’ve met with a terrible fate, haven’t you?’: A Hauntological Analysis of Carceral Violence in Majora’s Mask2
Meaningful Place: A Phenomenological Approach to the Design of Spatial Experience in Open-world Games2
The Ground Floor Approach to Video Game Accessibility: Identifying Design Features Prioritized by Accessibility Reviews2
A Conservative Metric of Power Creep2
Postphenomenology, Kill Cams and Shooters: Exploring the Code of Replay Sequences2
Postmodern Medusa: The Monstrous-Feminine in StarCraft II: Heart of the Swarm2
“Beyond Their Actual Limits”: Immersion, Interactivity, and the Virtual Sublime in Burke and Video Games2
Play and Spiel are not the Same: Anti-Wittgensteinian Arguments and Consideration of Game as a Kind of Human Play2
The Practice of Oldhammer: Re-Membering a Past Through Craft and Play2
Becoming Afflicted, Becoming Virtuous: Darkest Dungeon and the Human Response to Stress2
How Does Exposure to General and Sexual Harassment Relate to Female Gamers’ Coping Strategies and Mental Health?2
Problematic Gaming at a Crossroad: Exploring the Interplay Between Internet Gaming Disorder, Toxic Attitudes, and Empathy in Digital Entertainment1
Looking for the Gamic Gaze: Desire, Fantasy, and Enjoyment in Gorogoa1
“Religious” and “Gamer”: Negotiating the Legitimacy of Video Games in a Muslim Context1
Adaptation, Violence, and Storytelling in The Last of Us1
Gaming for Ecological Activism: A Multidimensional Model for Networks Articulated Through Video Games1
The Limits of Memory in Disavowed: Interference, Military Execution, and the Dishonored Dead1
Social Networking or Social Isolation? A Systematic Review on Socio-Relational Outcomes for Members of Online Gaming Communities1
Remediating Video Games in Contemporary Fiction: Literary Form and Intermedial Transfer1
“You’ve Been Living Here For as Long as You Can Remember”: Trauma in OMORI's Environmental Design1
What is Videogame Formalism? Exploring the Pillars of Russian Formalism for the Study of Videogames1
To the Center of Nowhere: Deep Mapping Digital Games’ Paratextual Geographies1
Playing (Against) the Heritage: Absolutism and the French Revolution in French Digital Games Before 20001
The Technological Mediation of Collective Memory Through Historical Video Games1
Is Death Only the Beginning? How People Mourn Artificial Characters in Social Media1
The Voices of Game Worlds: A Sociolinguistic Analysis of Disco Elysium1
Recentering Indigenous Epistemologies Through Digital Games: Sámi Perspectives on Nature in Rievssat (2018)1
“I think I Get Why y’all do this Now”: Reckoning With Elden Ring's Difficulty in an Online Affinity Space1
Resilient Values in Game Industry Formation: Institutional Perspective to the Finnish Context1
Gaming I, II, and III: Arcades, Video Game Systems, and Modern Game Streaming Services1
Dates, Carpets, and Pearl Necklaces: The Case of Anno 1404s Exotic Orientalism1
Editorial: Games with History, Heritage, and Provocation1
Twitch's Second Phase of Development: Analyzing Streamer Profiles and Content Trends That Boost Its Evolution into a Mass Media1
Video Game Accessibility Defined Through Advocacy: How the Websites AbleGamers.org and CanIPlayThat.com Use the Word Accessibility1
“Video Games Were My First Safe Space”: Queer Gaming in the Animal Crossing New Horizons LGBTIQA+ Community1
Making Complexity Measurable in Practice: A Formal Analysis of Gamble-Play media1
Slow Motion in Videogames—Gameplay Over Style?1
Space Rednecks, Robot Butlers, and Feline Foreigners: Language Attitudes Toward Varieties of English in Videogames1
Whose Expression Is It Anyway? Videogames and the Freedom of Expression1
The Problem of Memory in the Assassin's Creed Series (2007–2020)1
Conceptualizing the Roles of Involvement and Immersion in Persuasive Games1
Beyond the Game Itself: Understanding Authorial Intent, Player Agency, and Materiality as Degrees of Paratextuality1
Aesthetics of Agency and the Rhythm of Gameplay1
Let's Meetup? Board Game Communities in Hong Kong1
Broken Promises Marketing. Relations, Communication Strategies, and Ethics of Video Game Journalists and Developers: The Case of Cyberpunk 20771
Importance of Social Videogaming for Connection with Others During the COVID-19 Pandemic1
Response: In and Out of the Game, as Usual1
Platform-produced Heteronormativity: A Content Analysis of Adult Videogames on Patreon1
Geographical Aspects of Open-World Video Games1
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