Games and Culture

Papers
(The median citation count of Games and Culture is 2. 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 2022-05-01 to 2026-05-01.)
ArticleCitations
Erratum126
High Fantasy RPGs and the Materiality of the Medieval Book40
Identifying Playfulness: An Empirical Study on How Adults Recognize and Define Playfulness Across Culture39
Machina ex Dea, Dea ex Machina: Gaia/GAIA/All-Mother and Lugones’ “World”—Traveling in Horizon Zero Dawn (2017)30
“A Definition of Enchantment”: A New Approach to the Analysis of Magic Systems in Fantasy Games25
Virtual Allies: Why Allyship is Critical to Diversification of Virtual Reality Gaming?24
Survey on Localization From the Development Perspective23
Uses and Gratifications of Biophilic Simulation Games21
Social Realism in Red Orchestra 2 (2011)20
“Fear the Old Blood”: The Gothicism of Bloodborne20
Livestreaming History: The Streamer-Historian and Historical Games Outreach20
Identification of Memorable Game Experiences: Analysis of Escape Rooms Visitors’ Experiences18
Esports Cannot Defeat Homophobia With Capitalism18
Problematic Gaming at a Crossroad: Exploring the Interplay Between Internet Gaming Disorder, Toxic Attitudes, and Empathy in Digital Entertainment16
The MTGO Virtual Economy: A Case Study on a “Play-to-Earn” Game That has Existed Since Before Cryptocurrency Was Even Invented15
The Rise of Gaming Nations15
Esports as a Cultural Microcosm for Studying Psycholinguistics14
“What are you Bringing to the Table?”: The Something Awful Let’s Play Community as a Serious Leisure Subculture14
“We're All Mad Here!”: Becoming God in Bloodborne13
Emotions in Game Data Work13
Czech Appeal: Why and How National Game Productions Use Local Themes and Settings13
To the Center of Nowhere: Deep Mapping Digital Games’ Paratextual Geographies13
Hey, You ! The Importance of Pragmatics in Localizations of Mass Effect in French and Spanish13
Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives12
Teaching Game Development at Universities: A Systematic Literature Review of Educational Practices for Multidisciplinary Industrial Demands12
“As if Possessed by a Demon”: Subjectivity, Possession, and Undeadness in Metal Gear Solid12
Press [A] to Read This: A Mixed Methods Study of Characterised Versus Direct Instructions in The Legend of Zelda Videogame Series11
Designing the Future? The Metaverse, NFTs, & the Future as Defined by Unity Users11
Perceived Foolishness: How Does the Saltybet Community Construct AI vs AI Spectatorship?11
Return to the Pre-Modern: Mechanics Archeology of Fulu in Video Games11
“The Sense of Wonder”: Gaming Capital and Nostalgia for Inexperience in Magic: The Gathering11
Geopolitical Implications of E-Sports10
A Typology of Metagamers: Identifying Player Types Based on Beyond the Game Activities10
The Stupid, the Ridiculous, the Camp: How Goat Simulator's “Messy” Design Facilitates Queer Play9
Gameplay Bricks Model, a Theoretical Framework to Match Game Mechanics and Cognitive Functions9
“A Crown is Warranted With Strength”: Bosses, Fantasy, and Democracy in Elden Ring9
Play and Misinformation: How America's Conspiracy Culture Became Gamified8
I Play, Therefore I Think: Procedural Philosophy in Remedy Entertainment's Alan Wake 2 (2023)8
Understanding How Marginal National Video Game Industries Differ8
Fantasies of Adequacy: Mythologies of Capital in Dark Souls8
Beyond the Game Itself: Understanding Authorial Intent, Player Agency, and Materiality as Degrees of Paratextuality8
“I think I Get Why y’all do this Now”: Reckoning With Elden Ring 's Difficulty in an Online Affinity Space8
Streamers as Arts Educators: Exploring Their Streaming Approaches as Pedagogical Practices8
Virtual Heterotopias and the Contested Histories of Kowloon Walled City8
Finish—Spare the Shame: Realism of Hellish Quart and Alt-Sarmatian Ideology7
Metamodern Nature of Hideo Kojima's Death Stranding Synopsis and Gameplay7
The Ones Who Walk Away from Hallownest: Hollow Knight 's Radical Response to the Omelas Dilemma7
Algorithmic Uncertainties in Video Game Forests7
The Problem of Memory in the Assassin's Creed Series (2007–2020)7
Serious Games and Game Performance Before and During the Israel-Hamas War: The Case of Fact Finders and PeaceMaker7
Cozy Ecogames7
FORGE: A Framework for Organizing Rewards in Gamified Environments7
The ‘First Person Shooter’ Perspective: A Different View on First Person Shooters, Gamification, and First Person Terrorist Propaganda6
A Seeming Change: Quasimorph and the Critique of Anarcho-Capitalism6
Exoplanetary Exploration and the End of the World in 22 Minutes: Philosofiction in Outer Wilds6
Corrigendum to “It's Not a Game! Rules of Notice and Hermeneutics of Suspicion in Contemporary FMV Games”6
Peace in the Valley: A Media and Discourse Analysis of Eric Barone's Stardew Valley Through Utopian Theory6
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 Wargames5
Failing to See a Difference: Closing a Gender Gap in a Challenging Video Game5
Critical Nostalgia and the Utopian Impulse in UFO 505
The Beautiful Rule: Thinking the Aesthetics of Game Rules5
How Does Exposure to General and Sexual Harassment Relate to Female Gamers’ Coping Strategies and Mental Health?5
Introduction: Reconsidering Paratext as a Received Concept5
The Business of Play: Financialization and Optimization in World of Warcraft5
“Go. Just take him.”: PTSD and the Player-Character Relationship in The Last of Us Part II5
Thought Experiments in Video Games: Exploring the (Un)Ethics of Motherhood in Frictional Games’ Amnesia: Rebirth5
Beyond Game Blocks: Adolescent Girl Players' Perspectives During COVID-195
The Table and the Tomb: Positioning Trans Power and Play Amid Fantasy Realism in Dungeons & Dragons5
Reshaping the Battlefield: The International Committee of the Red Cross, Video Games, and Public Relations5
“A Legend From Before You Were Born”: Final Fantasy VII , Folklore, and Popular Culture5
How Accessible is This Video Game? An Analysis Tool in Two Steps5
Character-Driven Storytelling Design for Digital Games: A Scoping Review5
The Ecocritical Dimensions of Entertainment Video Games: A Systematic Review4
Blockchain Potentials for the Game Industry: A Review4
Gaming I, II, and III: Arcades, Video Game Systems, and Modern Game Streaming Services4
Experience in Videogame Display: An Extension of the Matrix Model4
“You’ve Been Living Here For as Long as You Can Remember”: Trauma in OMORI 's Environmental Design4
Gaming Capital on Overwatch's Official Forums4
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
Why do We Play? Towards a Comprehensive Player Typology4
Playing with Character: A Framework of Characterization in Video Games4
The Doors of Perception: Horror Video Games and the Ideological Implications of Ludic Virtual Reality4
‘Born of the Blood, Made Men by the Blood, Undone by the Blood’: Bloodborne as a Critical Reflection of Ghosts of the Anthropocene4
Mutants and Zombies Everywhere! Or Villains, Violence, and Selfishness: Questions of Humanity in the Post-apocalyptic (Pandemic) Video Game4
Games and Culture Special Issue publication notice4
Among the Casters: A Qualitative Study of Work and Play in Nottingham's Lead Belt4
Gatekeeping the Gatekeepers: An Exploratory Study of Transformative Games Fandom & TikTok Algorithms3
“Religious” and “Gamer”: Negotiating the Legitimacy of Video Games in a Muslim Context3
The Technological Mediation of Collective Memory Through Historical Video Games3
Videogames as an ‘Unheroic’ Medium: The Child Hero's Journey3
It's Not a Game! Rules of Notice and Hermeneutics of Suspicion in Contemporary FMV Games3
The Dullahan, From Fairy to Undead Tracing the Cultural Hybridization of Irish Folklore in Japanese Games and Their Paratexts3
Cultural Imperialism and Video Game Localization: A Case Study of Revelations: Persona3
Binary Barriers: Avatar Creation and Play for Nonbinary Video Game Players3
Becoming Bayek: Blackness, Egypt, and Identity in Assassin's Creed: Origins3
Histories of Fallout : Competing Pasts and Brand Identities3
Disco Pinball: Declining Games and Depression in Disco Elysium3
Undertale’s Loveable Monsters: Investigating Parasocial Relationships with Non-Player Characters3
Eroticism and Design Workshops in Game Interfaces: Exploring a Mobile Otome Game for Chinese Women3
Is Death Only the Beginning? How People Mourn Artificial Characters in Social Media3
The Development of Video Game Representations of the Middle East3
It's Not Always About You: The Subject and Ecological Entanglement in Video Games3
Chippin’ In: An Analysis of the Criminological Concepts Within Cyberpunk 20773
Times They Are A-Changin’? Evolving Representations of Women in the Assassin's Creed Franchise3
Setting the Game Agenda: Reviewing the Emerging Literature on Video Gaming and Psychological Well-Being of Sexual and Gender Diverse Youth3
Playing Through the Pandemic: Gaming Usage as a Buffer During COVID-193
Cozy Violence: Animal Companions, Self-Care, and Nationalist Ideology in Rise of the Rōnin3
Profiles, Perceptions, and Experiences of Video Game Translators3
Exploring the Etymology of YouXi : A Chinese Perspective on the Concept of Game3
Fear of Monsters: Toward an Understanding of the Threat of the Computational Monster Read Through the Theoretical Lens of Game-Play2
“After All, They Don’t Know Me” Exploring the Psychological Mechanisms of Toxic Behavior in Online Games2
Metaverse Engineering: Epic v. Apple , Ontopolitical Play, and Gaming the Law2
Dark Patterns Meet the Gamer's Dilemma: Contrasting Morally Objectionable Content with Systems in Video Games2
Reflecting on Celeste : Abstracting Trans Representation2
Developing Meaning: Critical Violence and Eudaimonic Entertainment in the Seventh Console Generation2
Dynamic Music Video: Categorizing the Convergence of Video Games and Music Videos2
Datafication of Digital Intimacy: The Dual Logic of Empowerment and Commodification2
Video Games Interventions to Reduce Radicalization and Violent Extremism in Young People: A Systematic Review2
The Use of Games in Citizen Science Based on Findings from the EyeWire User Study2
The Negative Geometry of Quake: Refusal, Subtraction, and Emergent Coherence2
Broken Promises Marketing. Relations, Communication Strategies, and Ethics of Video Game Journalists and Developers: The Case of Cyberpunk 20772
Challenging Heroic Narratives of Polar Exploration in Indie Video Games2
Share the Experience, Don’t Take it: Toward Attunement With Neurodiversity in Videogames2
Replaying Wartime Résistance? Studying Ludic Memory-Making in the Open World Game The Saboteur2
Nature Playing: On the Experience of Contemplating Technologically Mediated Nature within the Game World of Riders Republic2
Remediating Video Games in Contemporary Fiction: Literary Form and Intermedial Transfer2
Towards Representational Adequacy: A Critical Analysis of Transgender Representation in Tell Me Why2
“Video Games Were My First Safe Space”: Queer Gaming in the Animal Crossing New Horizons LGBTIQA+ Community2
The Future of Games Scholarship: An Interview With James Paul Gee2
The Other Squid Game: How Splatoon 3 Promotes a Culture of Coziness, Inclusivity, and Becoming-Cephalopod2
Gamification is not Working: Why?2
Toward a Study of Pinball2
From Player to Posthuman: Subjectivity and Meaning-Making in Cyberpunk 20772
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