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 2021-05-01 to 2025-05-01.)
ArticleCitations
Identifying Playfulness: An Empirical Study on How Adults Recognize and Define Playfulness Across Culture177
Social Realism in Red Orchestra 2 (2011)48
Uses and Gratifications of Biophilic Simulation Games27
Horror Video Games and the “Active-Passive” Debate25
“Fear the Old Blood”: The Gothicism of Bloodborne23
Machina ex Dea, Dea ex Machina: Gaia/GAIA/All-Mother and Lugones’ “World”—Traveling in Horizon Zero Dawn (2017)18
The Practice of Oldhammer: Re-Membering a Past Through Craft and Play17
Survey on Localization From the Development Perspective16
Erratum15
Livestreaming History: The Streamer-Historian and Historical Games Outreach15
High Fantasy RPGs and the Materiality of the Medieval Book14
“A Definition of Enchantment”: A New Approach to the Analysis of Magic Systems in Fantasy Games13
Mask of the Translator: Walter Benjamin and Metal Gear Solid’s Difficult Relationship with Localization13
Virtual Allies: Why Allyship is Critical to Diversification of Virtual Reality Gaming?13
Esports Cannot Defeat Homophobia With Capitalism12
Problematic Gaming at a Crossroad: Exploring the Interplay Between Internet Gaming Disorder, Toxic Attitudes, and Empathy in Digital Entertainment12
Exploring Player Understandings of Historical Accuracy and Historical Authenticity in Video Games12
Identification of Memorable Game Experiences: Analysis of Escape Rooms Visitors’ Experiences11
Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being11
Hey, You! The Importance of Pragmatics in Localizations of Mass Effect in French and Spanish11
Czech Appeal: Why and How National Game Productions Use Local Themes and Settings11
‘What Was Your First Experience of a Videogame?’: The Fantasmatic Structure of Videogame Memory10
“As if Possessed by a Demon”: Subjectivity, Possession, and Undeadness in Metal Gear Solid10
The Rise of Gaming Nations10
The MTGO Virtual Economy: A Case Study on a “Play-to-Earn” Game That has Existed Since Before Cryptocurrency Was Even Invented10
“We're All Mad Here!”: Becoming God in Bloodborne10
Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives9
To the Center of Nowhere: Deep Mapping Digital Games’ Paratextual Geographies9
“What are you Bringing to the Table?”: The Something Awful Let’s Play Community as a Serious Leisure Subculture9
Esports as a Cultural Microcosm for Studying Psycholinguistics9
Gameplay Bricks Model, a Theoretical Framework to Match Game Mechanics and Cognitive Functions8
Designing the Future? The Metaverse, NFTs, & the Future as Defined by Unity Users8
“A Crown is Warranted With Strength”: Bosses, Fantasy, and Democracy in Elden Ring8
Perceived Foolishness: How Does the Saltybet Community Construct AI vs AI Spectatorship?8
Returning to Azeroth: Nostalgia, Sense of Place, and Social Presence in World of Warcraft Classic8
“The Sense of Wonder”: Gaming Capital and Nostalgia for Inexperience in Magic: The Gathering8
Torres Strait Virtual Reality: A Reflection on the Intersection between Culture, Game Design and Research7
Beyond the Game Itself: Understanding Authorial Intent, Player Agency, and Materiality as Degrees of Paratextuality7
A Typology of Metagamers: Identifying Player Types Based on Beyond the Game Activities7
Finish—Spare the Shame: Realism of Hellish Quart and Alt-Sarmatian Ideology7
Play and Misinformation: How America's Conspiracy Culture Became Gamified6
Serious Games and Game Performance Before and During the Israel-Hamas War: The Case of Fact Finders and PeaceMaker6
I Play, Therefore I Think: Procedural Philosophy in Remedy Entertainment's Alan Wake 2 (2023)6
Virtual Heterotopias and the Contested Histories of Kowloon Walled City6
The Stupid, the Ridiculous, the Camp: How Goat Simulator's “Messy” Design Facilitates Queer Play6
Fantasies of Adequacy: Mythologies of Capital in Dark Souls6
Disability and Video Games Journalism: A Discourse Analysis of Accessibility and Gaming Culture6
“I think I Get Why y’all do this Now”: Reckoning With Elden Ring 's Difficulty in an Online Affinity Space6
Streamers as Arts Educators: Exploring Their Streaming Approaches as Pedagogical Practices6
Peace in the Valley: A Media and Discourse Analysis of Eric Barone's Stardew Valley Through Utopian Theory5
FORGE: A Framework for Organizing Rewards in Gamified Environments5
Taxonomy of Studies on the Use of Video Games in Entrepreneurship Education: A Systematic Literature Review with a Textometric Analysis5
Exoplanetary Exploration and the End of the World in 22 Minutes: Philosofiction in Outer Wilds5
A Conservative Metric of Power Creep5
The Problem of Memory in the Assassin's Creed Series (2007–2020)5
Analog Simulation and the Indian Wars: Encountering the Other Through Board Wargames5
MeetDurian: Can Location-Based Games be Used to Improve COVID-19 Hygiene Habits?5
Metamodern Nature of Hideo Kojima's Death Stranding Synopsis and Gameplay5
The Ones Who Walk Away from Hallownest: Hollow Knight's Radical Response to the Omelas Dilemma5
Corrigendum to “It's Not a Game! Rules of Notice and Hermeneutics of Suspicion in Contemporary FMV Games”5
The Table and the Tomb: Positioning Trans Power and Play Amid Fantasy Realism in Dungeons & Dragons4
Reshaping the Battlefield: The International Committee of the Red Cross, Video Games, and Public Relations4
‘You Game Like a Girl’: Perceptions of Gender and Competence in Gaming4
Broken Games and the Perpetual Update Culture: Revising Failure With Ubisoft’s Assassin’s Creed Unity4
Introduction: Reconsidering Paratext as a Received Concept4
Response: In and Out of the Game, as Usual4
The ‘First Person Shooter’ Perspective: A Different View on First Person Shooters, Gamification, and First Person Terrorist Propaganda4
The Moral Service of Trans NPCs: Examining the Roles of Transgender Non-Player Characters in Role-Playing Video Games4
Failing to See a Difference: Closing a Gender Gap in a Challenging Video Game4
“A Legend From Before You Were Born”: Final Fantasy VII, Folklore, and Popular Culture3
How Does Exposure to General and Sexual Harassment Relate to Female Gamers’ Coping Strategies and Mental Health?3
Thought Experiments in Video Games: Exploring the (Un)Ethics of Motherhood in Frictional Games’ Amnesia: Rebirth3
Translation Solutions in Professional Video Game Localization in Iran3
The Beautiful Rule: Thinking the Aesthetics of Game Rules3
The Data-Driven Myth and the Deceptive Futurity of “the World’s Fastest Growing Games Region”: Selling the Southeast Asian Games Market via Game Analytics3
Critical Nostalgia and the Utopian Impulse in UFO 503
Gaming Capital on Overwatch's Official Forums3
Assembling Auras: Towards a Methodology for the Preservation and Study of Video Games as Cultural Heritage Artefacts3
The Game-Like Experience of Virtual Reality Art: Sensational Players and Critical Audiences3
Gaming I, II, and III: Arcades, Video Game Systems, and Modern Game Streaming Services3
How Accessible is This Video Game? An Analysis Tool in Two Steps3
What is Videogame Formalism? Exploring the Pillars of Russian Formalism for the Study of Videogames3
“Go. Just take him.”: PTSD and the Player-Character Relationship in The Last of Us Part II3
Among the Casters: A Qualitative Study of Work and Play in Nottingham's Lead Belt3
Blockchain Potentials for the Game Industry: A Review3
“You’ve Been Living Here For as Long as You Can Remember”: Trauma in OMORI's Environmental Design3
“Religious” and “Gamer”: Negotiating the Legitimacy of Video Games in a Muslim Context2
Videogames as an ‘Unheroic’ Medium: The Child Hero's Journey2
Irradiated Cereal and Abject Meat: Food as Satire and Warning in the Fallout Series2
The Development of Video Game Representations of the Middle East2
Exploring the Etymology of YouXi: A Chinese Perspective on the Concept of Game2
Playing with Character: A Framework of Characterization in Video Games2
The Ground Floor Approach to Video Game Accessibility: Identifying Design Features Prioritized by Accessibility Reviews2
Times They Are A-Changin’? Evolving Representations of Women in the Assassin's Creed Franchise2
Is Death Only the Beginning? How People Mourn Artificial Characters in Social Media2
Resilient Values in Game Industry Formation: Institutional Perspective to the Finnish Context2
Becoming Bayek: Blackness, Egypt, and Identity in Assassin's Creed: Origins2
Eroticism and Design Workshops in Game Interfaces: Exploring a Mobile Otome Game for Chinese Women2
Playing Through the Pandemic: Gaming Usage as a Buffer During COVID-192
Why do We Play? Towards a Comprehensive Player Typology2
Gatekeeping the Gatekeepers: An Exploratory Study of Transformative Games Fandom & TikTok Algorithms2
Developer Credit: Para-Industrial Hierarchies of In-Game Credit Attribution in the Video Game Industry2
Experience in Videogame Display: An Extension of the Matrix Model2
It's Not Always About You: The Subject and Ecological Entanglement in Video Games2
It's Not a Game! Rules of Notice and Hermeneutics of Suspicion in Contemporary FMV Games2
Disco Pinball: Declining Games and Depression in Disco Elysium2
Heroes and Hooligans: The Heterogeneity of Video Game Modders2
Profiles, Perceptions, and Experiences of Video Game Translators2
Undertale’s Loveable Monsters: Investigating Parasocial Relationships with Non-Player Characters2
Games and Culture Special Issue publication notice2
Cultural Imperialism and Video Game Localization: A Case Study of Revelations: Persona2
Mutants and Zombies Everywhere! Or Villains, Violence, and Selfishness: Questions of Humanity in the Post-apocalyptic (Pandemic) Video Game2
The Doors of Perception: Horror Video Games and the Ideological Implications of Ludic Virtual Reality2
Binary Barriers: Avatar Creation and Play for Nonbinary Video Game Players2
Conceptualizing the Roles of Involvement and Immersion in Persuasive Games2
Chippin’ In: An Analysis of the Criminological Concepts Within Cyberpunk 20772
Nature Playing: On the Experience of Contemplating Technologically Mediated Nature within the Game World of Riders Republic1
Broken Promises Marketing. Relations, Communication Strategies, and Ethics of Video Game Journalists and Developers: The Case of Cyberpunk 20771
The Other Squid Game: How Splatoon 3 Promotes a Culture of Coziness, Inclusivity, and Becoming-Cephalopod1
The COVID Season: U.S. Collegiate Esports Programs’ Material Challenges and Opportunities During the 2020–21 Pandemic1
Becoming Afflicted, Becoming Virtuous: Darkest Dungeon and the Human Response to Stress1
Balancing Ethics, Art and Economics: A Qualitative Analysis of Game Designer Perspectives on Monetisation1
Between Subjectivity and Flourishing: Creativity and Game Design as Existential Meaning1
The Use of Games in Citizen Science Based on Findings from the EyeWire User Study1
Replaying Wartime Résistance? Studying Ludic Memory-Making in the Open World Game The Saboteur1
Developing Meaning: Critical Violence and Eudaimonic Entertainment in the Seventh Console Generation1
The Significance and Complexities of Anti-Corporate Gamer Activism: Struggles Against the Exploitation and Control of Game-Worlds in 2000s China1
Bridge Babies and Rebuilding America: Reproductive Commodification in Death Stranding1
Playing With Needles: Technology, Gender and Playful Participation in Online Knitting Communities1
Reflecting on Celeste : Abstracting Trans Representation1
Growing Pains in Esports Associationalism: Four Modes of National Esports Associational Development1
The Future of Games Scholarship: An Interview With James Paul Gee1
Toward a Study of Pinball1
Postphenomenology, Kill Cams and Shooters: Exploring the Code of Replay Sequences1
Looking for the Gamic Gaze: Desire, Fantasy, and Enjoyment in Gorogoa1
Dark Patterns Meet the Gamer's Dilemma: Contrasting Morally Objectionable Content with Systems in Video Games1
“After All, They Don’t Know Me” Exploring the Psychological Mechanisms of Toxic Behavior in Online Games1
Recentering Indigenous Epistemologies Through Digital Games: Sámi Perspectives on Nature in Rievssat (2018)1
Setting the Game Agenda: Reviewing the Emerging Literature on Video Gaming and Psychological Well-Being of Sexual and Gender Diverse Youth1
The Technological Mediation of Collective Memory Through Historical Video Games1
Fear of Monsters: Toward an Understanding of the Threat of the Computational Monster Read Through the Theoretical Lens of Game-Play1
Stochastic Process Approaches for Modeling of Games1
Experience, Rationality, Situation and Fallibilism: Establishing a Feminist Pragmatist Epistemology in Game Studies1
Background Checks: Disentangling Class, Race, and Gender in CRPG Character Creators1
Symbolic Violence in the Language of Game Descriptions of Blackness: The Case of Pathfinder1
Towards Representational Adequacy: A Critical Analysis of Transgender Representation in Tell Me Why1
Morality Meters and Their Impacts on Moral Choices in Videogames: A Qualitative Study1
Remediating Video Games in Contemporary Fiction: Literary Form and Intermedial Transfer1
Creative, Technical, Entrepreneurial: Formative Tensions in Game Development Higher Education1
Video Games Interventions to Reduce Radicalization and Violent Extremism in Young People: A Systematic Review1
Becoming a Gamer: Performative Construction of Gendered Gamer Identities1
‘You’ve met with a terrible fate, haven’t you?’: A Hauntological Analysis of Carceral Violence in Majora’s Mask1
“Video Games Were My First Safe Space”: Queer Gaming in the Animal Crossing New Horizons LGBTIQA+ Community1
Dungeons, Dragons, and Rogues: How Picaresque Literature Shaped the Thief Class in Dungeons & Dragons1
Foreign Yet Familiar: J. L. Borges’ Book of Imaginary Beings and Other Cultural Ferrymen in Japanese Fantasy Games1
Game-Assisted Social Activism: Game Literacy in Hong Kong’s Anti-Extradition Movement1
Share the Experience, Don’t Take it: Toward Attunement With Neurodiversity in Videogames1
Gamification is not Working: Why?1
What are the Drivers, Barriers, Mechanisms, and Anchors of cross-industry cooperation? The Perspective of the Video Game Industry Ecosystem1
Worlds of Light, Fading. Dead Games and End-of-Life Software as Ruins of Digital Interactive Entertainment1
Dynamic Music Video: Categorizing the Convergence of Video Games and Music Videos1
Challenging Heroic Narratives of Polar Exploration in Indie Video Games1
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