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 2021-02-01 to 2025-02-01.)
ArticleCitations
“More Than Just Playing a Character”: Gender Exploration and Expression in Avatar Customization169
Dynamic Music Video: Categorizing the Convergence of Video Games and Music Videos35
Developer Credit: Para-Industrial Hierarchies of In-Game Credit Attribution in the Video Game Industry30
“Fear the Old Blood”: The Gothicism of Bloodborne27
“A Definition of Enchantment”: A New Approach to the Analysis of Magic Systems in Fantasy Games24
An “Alternative to the Pen”? Perspectives for the Design of Historiographical Videogames21
Chippin’ In: An Analysis of the Criminological Concepts Within Cyberpunk 207720
Heroes and Hooligans: The Heterogeneity of Video Game Modders20
Dungeons, Dragons, and Rogues: How Picaresque Literature Shaped the Thief Class in Dungeons & Dragons17
“Beyond Their Actual Limits”: Immersion, Interactivity, and the Virtual Sublime in Burke and Video Games16
Metamodern Nature of Hideo Kojima's Death Stranding Synopsis and Gameplay12
“You Took That From Me”: Conspiracism and Online Harassment in the Alt-Fandom of The Last of Us Part II12
High Fantasy RPGs and the Materiality of the Medieval Book12
Morality Meters and Their Impacts on Moral Choices in Videogames: A Qualitative Study12
Just Fun and Games? A Sociological Consideration of Fun in Video Games12
Symbolic Violence in the Language of Game Descriptions of Blackness: The Case of Pathfinder11
Gaming for Ecological Activism: A Multidimensional Model for Networks Articulated Through Video Games11
Livestreaming History: The Streamer-Historian and Historical Games Outreach11
Becoming Bayek: Blackness, Egypt, and Identity in Assassin's Creed: Origins11
Last Man Standing: Battle Royale Games Through the Lens of Self-Determination Theory11
Rescripting of the Genre Through Greek Mythology in Hades10
Profiles, Perceptions, and Experiences of Video Game Translators10
Institutionalized Aesthetics: Video Games and the Contemporary Art Gallery9
Critical Protocols in Indigenous Gamespace9
Engagement With the Gurus of Gaming Culture: Parasocial Relationships to Let’s Players9
Recentering Indigenous Epistemologies Through Digital Games: Sámi Perspectives on Nature in Rievssat (2018)9
Reconstructing History and Culture in Game Discourse: A Linguistic Analysis of Heroic Stories in Honor of Kings9
Far Cry 5, American Right-Wing Terrorism, and Doomsday Prepper Culture9
Corrigendum to “Balancing Gender Identity and Gamer Identity: Gender Issues Faced by Wang ‘BaiZe’ Xinyu at the 2017 Hearthstone Summer Championship”9
Mask of the Translator: Walter Benjamin and Metal Gear Solid’s Difficult Relationship with Localization8
FORGE: A Framework for Organizing Rewards in Gamified Environments8
Uses and Gratifications of Biophilic Simulation Games8
Resilient Values in Game Industry Formation: Institutional Perspective to the Finnish Context8
Disco Pinball: Declining Games and Depression in Disco Elysium8
The Practice of Oldhammer: Re-Membering a Past Through Craft and Play8
Erratum7
Survey on Localization From the Development Perspective7
Level Design Processes and Challenges: A Cross Section of Game Development7
Towards Sovereign Games7
Identifying Playfulness: An Empirical Study on How Adults Recognize and Define Playfulness Across Culture7
Hello, Worlds: A Ludic Theory of Cognition7
The Ones Who Walk Away from Hallownest: Hollow Knight's Radical Response to the Omelas Dilemma6
Social Realism in Red Orchestra 2 (2011)6
Conceptualizing the Roles of Involvement and Immersion in Persuasive Games6
Background Checks: Disentangling Class, Race, and Gender in CRPG Character Creators6
“Religious” and “Gamer”: Negotiating the Legitimacy of Video Games in a Muslim Context6
Space Rednecks, Robot Butlers, and Feline Foreigners: Language Attitudes Toward Varieties of English in Videogames6
In Defense of Imagination: Canadian Youth Culture and the Dungeons & Dragons Panic in Canada, 1980–19956
The Problem of Memory in the Assassin's Creed Series (2007–2020)6
Creative, Technical, Entrepreneurial: Formative Tensions in Game Development Higher Education6
Pivotal Play: Rethinking Meaningful Play in Games Through Death in Dungeons & Dragons5
Machina ex Dea, Dea ex Machina: Gaia/GAIA/All-Mother and Lugones’ “World”—Traveling in Horizon Zero Dawn (2017)5
Growing Pains in Esports Associationalism: Four Modes of National Esports Associational Development5
Exploring Player Understandings of Historical Accuracy and Historical Authenticity in Video Games5
Machphrasis: Towards a Poetics of Video Games in Contemporary Literary Culture5
Virtual Allies: Why Allyship is Critical to Diversification of Virtual Reality Gaming?5
The Moral Service of Trans NPCs: Examining the Roles of Transgender Non-Player Characters in Role-Playing Video Games5
The Technological Mediation of Collective Memory Through Historical Video Games5
Horror Video Games and the “Active-Passive” Debate5
A Conservative Metric of Power Creep5
Games for the Pluriverse: Exploring the Use, Opportunities, and Problems of Drawing from Local Cultural Heritage in Video Games4
Behind the Streams: The Off-Camera Labour of Game Live Streaming4
The Significance and Complexities of Anti-Corporate Gamer Activism: Struggles Against the Exploitation and Control of Game-Worlds in 2000s China4
Playing Through the Pandemic: Gaming Usage as a Buffer During COVID-194
Why and How to Define Educational Video Games?3
Identification of Memorable Game Experiences: Analysis of Escape Rooms Visitors’ Experiences3
MeetDurian: Can Location-Based Games be Used to Improve COVID-19 Hygiene Habits?3
The Show, the Game, and the Old Gods: On the Ontological Reframing and the Fiction/Real Boundary3
Virtual Empire: Performing Colonialism in the MMORPG Runescape3
Broken Games and the Perpetual Update Culture: Revising Failure With Ubisoft’s Assassin’s Creed Unity3
Undertale’s Loveable Monsters: Investigating Parasocial Relationships with Non-Player Characters3
“Protecting our female gaze rights”: Chinese Female Gamers’ and Game Producers’ Negotiations with Government Restrictions on Erotic Material3
Taxonomy of Studies on the Use of Video Games in Entrepreneurship Education: A Systematic Literature Review with a Textometric Analysis3
Peace in the Valley: A Media and Discourse Analysis of Eric Barone's Stardew Valley Through Utopian Theory3
Professional Gaming and Pro-Gamers: What Do We Know So Far? A Systematic Review3
Aesthetics, Engagement, and Narration: Temporal Constraint as an Articulator of Ludo-Narrative Time3
‘It's Just Not Safe’: Gender-Based Harassment and Toxicity Experiences of Women in Esports3
The Table and the Tomb: Positioning Trans Power and Play Amid Fantasy Realism in Dungeons & Dragons3
Videogames as an ‘Unheroic’ Medium: The Child Hero's Journey3
Game-Assisted Social Activism: Game Literacy in Hong Kong’s Anti-Extradition Movement3
Slow Motion in Videogames—Gameplay Over Style?2
The Rise of Gaming Nations2
The ‘First Person Shooter’ Perspective: A Different View on First Person Shooters, Gamification, and First Person Terrorist Propaganda2
Gamification in Education: Why, Where, When, and How?—A Systematic Review2
Stochastic Process Approaches for Modeling of Games2
Postmodern Medusa: The Monstrous-Feminine in StarCraft II: Heart of the Swarm2
Meditations on a Rubber Chicken: An Affective-Cultural Analysis of Monkey Island and Lucasfilm Games’ Humorous Puzzles2
Experience, Rationality, Situation and Fallibilism: Establishing a Feminist Pragmatist Epistemology in Game Studies2
“As if Possessed by a Demon”: Subjectivity, Possession, and Undeadness in Metal Gear Solid2
Representation and Its Historical Antecedents in New Media: The Queer-ious Case of Assassin's Creed2
Is Death Only the Beginning? How People Mourn Artificial Characters in Social Media2
“We're All Mad Here!”: Becoming God in Bloodborne2
Video Game Development in India: A Cultural and Creative Industry Embracing Regional Cultural Heritage(s)2
Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being2
Esports Cannot Defeat Homophobia With Capitalism2
Problematic Gaming at a Crossroad: Exploring the Interplay Between Internet Gaming Disorder, Toxic Attitudes, and Empathy in Digital Entertainment2
It's Not a Game! Rules of Notice and Hermeneutics of Suspicion in Contemporary FMV Games2
Eroticism and Design Workshops in Game Interfaces: Exploring a Mobile Otome Game for Chinese Women2
Platform-produced Heteronormativity: A Content Analysis of Adult Videogames on Patreon2
Exoplanetary Exploration and the End of the World in 22 Minutes: Philosofiction in Outer Wilds2
Avant-Garde is Dead? On Arrière-Garde and Digital Games2
Analog Simulation and the Indian Wars: Encountering the Other Through Board Wargames2
Ludic Mechanics, Psychic Mechanisms and Explorations of “Inner Space” in Mindwheel and Psychonauts2
Online Gaming and Racism: Impact on Psychological Distress Among Black, Asian, and Latinx Emerging Adults2
Uncovering the Meaning: Exploring Semantic Differences in US Perceptions of “Gamer” and Game Players2
Addressing Toxicity and Extremism in Games: Conversations with the Video Game Industry2
Bridge Babies and Rebuilding America: Reproductive Commodification in Death Stranding2
Corrigendum to “It's Not a Game! Rules of Notice and Hermeneutics of Suspicion in Contemporary FMV Games”2
To the Center of Nowhere: Deep Mapping Digital Games’ Paratextual Geographies2
Setting the Game Agenda: Reviewing the Emerging Literature on Video Gaming and Psychological Well-Being of Sexual and Gender Diverse Youth2
Making Complexity Measurable in Practice: A Formal Analysis of Gamble-Play media1
Video Games as Social Institutions1
Becoming Afflicted, Becoming Virtuous: Darkest Dungeon and the Human Response to Stress1
Reshaping the Battlefield: The International Committee of the Red Cross, Video Games, and Public Relations1
‘What Was Your First Experience of a Videogame?’: The Fantasmatic Structure of Videogame Memory1
The Collector, the Glitcher, and the Denkbilder: Toward a Critical Aesthetic Theory of Video Games1
Geographical Aspects of Open-World Video Games1
‘You Game Like a Girl’: Perceptions of Gender and Competence in Gaming1
“She's Built Like a Tank”: Player Reaction to Abby Anderson in The Last of Us: Part II1
Failing to See a Difference: Closing a Gender Gap in a Challenging Video Game1
Response: In and Out of the Game, as Usual1
Hey, You! The Importance of Pragmatics in Localizations of Mass Effect in French and Spanish1
Becoming a Xia: Constructing Cultural Identity in the History of Wuxia Games in China1
Esports as a Cultural Microcosm for Studying Psycholinguistics1
Better Game Worlds by Design: The GAS Framework for Designing and Analyzing Games Based on Socio-Ecological Systems Thinking, Demonstrated on Nusfjord (2017)1
Playing (Against) the Heritage: Absolutism and the French Revolution in French Digital Games Before 20001
Between Subjectivity and Flourishing: Creativity and Game Design as Existential Meaning1
Geek Cuisine: Extending the Narrative of a Junk Food Gamer1
Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives1
How Does Exposure to General and Sexual Harassment Relate to Female Gamers’ Coping Strategies and Mental Health?1
Top Shelf Drinks, Bottom Line Play: Examining Representations of Class in Bartending and Mixology Games1
“Video Games Were My First Safe Space”: Queer Gaming in the Animal Crossing New Horizons LGBTIQA+ Community1
“Go. Just take him.”: PTSD and the Player-Character Relationship in The Last of Us Part II1
“What are you Bringing to the Table?”: The Something Awful Let’s Play Community as a Serious Leisure Subculture1
The Use of Games in Citizen Science Based on Findings from the EyeWire User Study1
Space Games: Ecologies of Scale and Technologies of Hope in Taiwan's OPUS Game Trilogy1
Desire and Delusion: Fetish of Brazilian Favela in Videogame (Mis)representation1
Auteur Theory and Minor Literature: Meg Jayanth as a Game Auteur1
Introduction: Reconsidering Paratext as a Received Concept1
Heritage Sites and Video Games: Questions of Authenticity and Immersion1
How Accessible is This Video Game? An Analysis Tool in Two Steps1
“A Legend From Before You Were Born”: Final Fantasy VII, Folklore, and Popular Culture1
Don't Flip the Table Yet: A Framework for the Analysis of Visual and Cognitive Ergonomics in Board Games1
Foreign Yet Familiar: J. L. Borges’ Book of Imaginary Beings and Other Cultural Ferrymen in Japanese Fantasy Games1
Gameplay 2.0: Toward a New Theory1
The MTGO Virtual Economy: A Case Study on a “Play-to-Earn” Game That has Existed Since Before Cryptocurrency Was Even Invented1
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