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 2020-04-01 to 2024-04-01.)
ArticleCitations
Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being123
Game Workers and the Empire: Unionisation in the UK Video Game Industry21
Designing for Disability: Evaluating the State of Accessibility Design in Video Games21
Behind the Streams: The Off-Camera Labour of Game Live Streaming21
Heritage Sites and Video Games: Questions of Authenticity and Immersion19
“I Can be Who I Am When I Play Tekken 7”: E-sports Women Participants from the Islamic Republic of Pakistan18
Families Playing Animal Crossing Together: Coping With Video Games During the COVID-19 Pandemic17
Using Video Games for Learning: Developing a Metalanguage for Digital Play14
Video Games and Aesthetic Contemplation13
Engagement With the Gurus of Gaming Culture: Parasocial Relationships to Let’s Players13
Gaming When Things Get Tough? Examining How Emotion Regulation and Coping Self-Efficacy Influence Gaming During Difficult Life Situations12
Designing the Future? The Metaverse, NFTs, & the Future as Defined by Unity Users12
Apps of Empire: Global Capitalism and the App Economy11
“After All, They Don’t Know Me” Exploring the Psychological Mechanisms of Toxic Behavior in Online Games10
The Industry of Landlords: Exploring the Assetization of the Triple-A Game9
Online Gaming and Racism: Impact on Psychological Distress Among Black, Asian, and Latinx Emerging Adults9
Disability and Video Games Journalism: A Discourse Analysis of Accessibility and Gaming Culture9
Playthings8
White Masculinity, Creative Desires, and Production Ideology in Video Game Development8
Gamifying Contentious Politics: Gaming Capital and Playful Resistance8
Ludic Ethics: The Ethical Negotiations of Players in Online Multiplayer Games8
Masculine Pleasures as Normalized Practices: Character Design in the Video Game Industry8
Becoming a Gamer: Performative Construction of Gendered Gamer Identities7
Translation Solutions in Professional Video Game Localization in Iran6
Studying Game Development Cultures6
Politics of Production: Videogames 10 years afterGames of Empire6
Postscript: Gaming While Empire Burns6
Are Video Games Still a Boys’ Club? How German Public Television Covers Video Games6
Developing an Empathy Spectrum for Games6
A Swiftly Changing Tide: Fantasy Sport, Gambling, and Alternative Forms of Participation6
History, Heritage, and Memory in Video Games: Approaching the Past in Svoboda 1945: Liberation and Train to Sachsenhausen6
Returning to Azeroth: Nostalgia, Sense of Place, and Social Presence in World of Warcraft Classic6
Pivotal Play: Rethinking Meaningful Play in Games Through Death inDungeons & Dragons6
Newsgames: The Use of Digital Games by Mass-Media Outlets to Convey Journalistic Messages5
‘Thank you for your compliance’: Overwatch as a Disciplinary System5
Growing Pains in Esports Associationalism: Four Modes of National Esports Associational Development5
Using Case Studies to Explore Need Satisfaction and Frustration in Puzzle Video Games5
How Accessible is This Video Game? An Analysis Tool in Two Steps5
Play, History and Politics: Conceiving Futures Beyond Empire5
The Economy of Time, the Rationalisation of Resources: Discipline, Desire and Deferred Value in the Playing of Gacha Games5
Archeology of Abandoned Human Settlements inNo Man’s Sky: A New Approach to Recording and Preserving User-Generated Content in Digital Games5
Exploring Player Understandings of Historical Accuracy and Historical Authenticity in Video Games5
Feminist and Furious: Diversity Work(ers) Against Game Studies of Empire!4
(Re)Playing (with) Video game History: Moving beyond Retrogaming4
Professional Gaming and Pro-Gamers: What Do We Know So Far? A Systematic Review4
Heroes and Hooligans: The Heterogeneity of Video Game Modders4
Balancing Ethics, Art and Economics: A Qualitative Analysis of Game Designer Perspectives on Monetisation4
Uncovering the Meaning: Exploring Semantic Differences in US Perceptions of “Gamer” and Game Players4
Video Game Development in India: A Cultural and Creative Industry Embracing Regional Cultural Heritage(s)4
Developer Credit: Para-Industrial Hierarchies of In-Game Credit Attribution in the Video Game Industry4
Exploring the Feminization of Backseat Gaming ThroughGirlfriend ReviewsYouTube Channel4
Child of the Elder Blood: A Semiotics of Folklorism in the Soundtrack of The Witcher 3: Wild Hunt4
Last Man Standing: Battle Royale Games Through the Lens of Self-Determination Theory4
Enjoying My Time in the Animus: A Quantitative Survey on Perceived Realism and Enjoyment of Historical Video Games3
White-Collar Criminality Within the Video Game Industry3
The COVID Season: U.S. Collegiate Esports Programs’ Material Challenges and Opportunities During the 2020–21 Pandemic3
“She's Built Like a Tank”: Player Reaction to Abby Anderson in The Last of Us: Part II3
Hypermodern Video Games as Emblems of Empire or How the Gaming Multitude Adapts to Hypermodernity3
Towards Sovereign Games3
What Does it Mean to be a Female Character in “Indie” Game Storytelling? Narrative Framing and Humanization in Independently Developed Video Games3
Mashing Up History and Heritage in Assassin’s Creed Odyssey3
Assembling Auras: Towards a Methodology for the Preservation and Study of Video Games as Cultural Heritage Artefacts3
Undertale’s Loveable Monsters: Investigating Parasocial Relationships with Non-Player Characters3
Morality Meters and Their Impacts on Moral Choices in Videogames: A Qualitative Study3
A Virtual Reality Educational Game for the Ethics of Cultural Heritage Repatriation3
Chinese Gold-Farming in the 2000s: Worker Empowerment and Local Development Through Video Games-Based Digital Labor3
‘You Game Like a Girl’: Perceptions of Gender and Competence in Gaming3
The Significance and Complexities of Anti-Corporate Gamer Activism: Struggles Against the Exploitation and Control of Game-Worlds in 2000s China3
It Does Matter If You Win or Lose, and How You Play the (Video) Game3
“Protecting our female gaze rights”: Chinese Female Gamers’ and Game Producers’ Negotiations with Government Restrictions on Erotic Material2
Reconstructing History and Culture in Game Discourse: A Linguistic Analysis of Heroic Stories in Honor of Kings2
Toward a Study of Pinball2
Torres Strait Virtual Reality: A Reflection on the Intersection between Culture, Game Design and Research2
The Collector, the Glitcher, and the Denkbilder: Toward a Critical Aesthetic Theory of Video Games2
The Seriousness of Play: Johan Huizinga and Carl Schmitt on Play and the Political2
Game-Assisted Social Activism: Game Literacy in Hong Kong’s Anti-Extradition Movement2
The Practice of Oldhammer: Re-Membering a Past Through Craft and Play2
Far Cry 5, American Right-Wing Terrorism, and Doomsday Prepper Culture2
‘You’ve met with a terrible fate, haven’t you?’: A Hauntological Analysis of Carceral Violence in Majora’s Mask2
Developing Meaning: Critical Violence and Eudaimonic Entertainment in the Seventh Console Generation2
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
Postphenomenology, Kill Cams and Shooters: Exploring the Code of Replay Sequences2
Virtual Empire: Performing Colonialism in the MMORPG Runescape2
Gamification in Education: Why, Where, When, and How?—A Systematic Review2
“Beyond Their Actual Limits”: Immersion, Interactivity, and the Virtual Sublime in Burke and Video Games2
An “Alternative to the Pen”? Perspectives for the Design of Historiographical Videogames2
Virtual Heterotopias and the Contested Histories of Kowloon Walled City2
Crab-Rangoons in Kyrat: (Re)Writing South-Asian History inFar Cry 42
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
Videogames as an ‘Unheroic’ Medium: The Child Hero's Journey2
Remediating Video Games in Contemporary Fiction: Literary Form and Intermedial Transfer1
Background Checks: Disentangling Class, Race, and Gender in CRPG Character Creators1
Gaming I, II, and III: Arcades, Video Game Systems, and Modern Game Streaming Services1
Animating a Plausible Past: Perceived Realism and Sense of Place Influence Entertainment of and Tourism Intentions From Historical Video Games1
Mutants and Zombies Everywhere! Or Villains, Violence, and Selfishness: Questions of Humanity in the Post-apocalyptic (Pandemic) Video Game1
Video Game Accessibility Defined Through Advocacy: How the Websites AbleGamers.org and CanIPlayThat.com Use the Word Accessibility1
Play and Spiel are not the Same: Anti-Wittgensteinian Arguments and Consideration of Game as a Kind of Human Play1
Geek Cuisine: Extending the Narrative of a Junk Food Gamer1
Becoming Afflicted, Becoming Virtuous: Darkest Dungeon and the Human Response to Stress1
“Video Games Were My First Safe Space”: Queer Gaming in the Animal Crossing New Horizons LGBTIQA+ Community1
Share the Experience, Don’t Take it: Toward Attunement With Neurodiversity in Videogames1
A Conservative Metric of Power Creep1
The Voices of Game Worlds: A Sociolinguistic Analysis of Disco Elysium1
The ‘First Person Shooter’ Perspective: A Different View on First Person Shooters, Gamification, and First Person Terrorist Propaganda1
“Never Good Enough”: Player Identities, Experiences, and Coping Strategies of Women in Czech Video Game Journalism1
Horror Video Games and the “Active-Passive” Debate1
Dates, Carpets, and Pearl Necklaces: The Case of Anno 1404s Exotic Orientalism1
“Community” in Video Game Communities1
The Limits of Memory in Disavowed: Interference, Military Execution, and the Dishonored Dead1
What is Videogame Formalism? Exploring the Pillars of Russian Formalism for the Study of Videogames1
Geographical Aspects of Open-World Video Games1
Playing (Against) the Heritage: Absolutism and the French Revolution in French Digital Games Before 20001
Response: In and Out of the Game, as Usual1
Whose Expression Is It Anyway? Videogames and the Freedom of Expression1
“Go. Just take him.”: PTSD and the Player-Character Relationship in The Last of Us Part II1
Why do We Play? Towards a Comprehensive Player Typology1
The Moral Service of Trans NPCs: Examining the Roles of Transgender Non-Player Characters in Role-Playing Video Games1
The Ground Floor Approach to Video Game Accessibility: Identifying Design Features Prioritized by Accessibility Reviews1
Postmodern Medusa: The Monstrous-Feminine in StarCraft II: Heart of the Swarm1
Gameplay Bricks Model, a Theoretical Framework to Match Game Mechanics and Cognitive Functions1
Resilient Values in Game Industry Formation: Institutional Perspective to the Finnish Context1
A Typology of Metagamers: Identifying Player Types Based on Beyond the Game Activities1
Seeking a Sense of Control or Escapism? The Role of Video Games in Coping with Unemployment1
Editorial: Games with History, Heritage, and Provocation1
“You’ve Been Living Here For as Long as You Can Remember”: Trauma in OMORI's Environmental Design1
Setting the Game Agenda: Reviewing the Emerging Literature on Video Gaming and Psychological Well-Being of Sexual and Gender Diverse Youth1
Platform-produced Heteronormativity: A Content Analysis of Adult Videogames on Patreon1
“What are you Bringing to the Table?”: The Something Awful Let’s Play Community as a Serious Leisure Subculture1
Looking for the Gamic Gaze: Desire, Fantasy, and Enjoyment inGorogoa1
Is Death Only the Beginning? How People Mourn Artificial Characters in Social Media1
Beyond the Game Itself: Understanding Authorial Intent, Player Agency, and Materiality as Degrees of Paratextuality1
Reading Ren’Py: Game Engine Affordances and Design Possibilities1
0.017052173614502