Games and Culture

(The TQCC of Games and Culture is 3. 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 2020-05-01 to 2024-05-01.)
Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being124
Designing for Disability: Evaluating the State of Accessibility Design in Video Games23
Behind the Streams: The Off-Camera Labour of Game Live Streaming22
Heritage Sites and Video Games: Questions of Authenticity and Immersion22
Game Workers and the Empire: Unionisation in the UK Video Game Industry22
“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
Engagement With the Gurus of Gaming Culture: Parasocial Relationships to Let’s Players14
Using Video Games for Learning: Developing a Metalanguage for Digital Play14
Gaming When Things Get Tough? Examining How Emotion Regulation and Coping Self-Efficacy Influence Gaming During Difficult Life Situations14
Designing the Future? The Metaverse, NFTs, & the Future as Defined by Unity Users13
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
Disability and Video Games Journalism: A Discourse Analysis of Accessibility and Gaming Culture9
Online Gaming and Racism: Impact on Psychological Distress Among Black, Asian, and Latinx Emerging Adults9
The Industry of Landlords: Exploring the Assetization of the Triple-A Game9
Masculine Pleasures as Normalized Practices: Character Design in the Video Game Industry9
Ludic Ethics: The Ethical Negotiations of Players in Online Multiplayer Games8
White Masculinity, Creative Desires, and Production Ideology in Video Game Development8
Gamifying Contentious Politics: Gaming Capital and Playful Resistance8
Politics of Production: Videogames 10 years afterGames of Empire8
History, Heritage, and Memory in Video Games: Approaching the Past in Svoboda 1945: Liberation and Train to Sachsenhausen7
Becoming a Gamer: Performative Construction of Gendered Gamer Identities7
Postscript: Gaming While Empire Burns7
Translation Solutions in Professional Video Game Localization in Iran7
Using Case Studies to Explore Need Satisfaction and Frustration in Puzzle Video Games6
‘Thank you for your compliance’: Overwatch as a Disciplinary System6
Exploring Player Understandings of Historical Accuracy and Historical Authenticity in Video Games6
Archeology of Abandoned Human Settlements inNo Man’s Sky: A New Approach to Recording and Preserving User-Generated Content in Digital Games6
Studying Game Development Cultures6
Pivotal Play: Rethinking Meaningful Play in Games Through Death inDungeons & Dragons6
Are Video Games Still a Boys’ Club? How German Public Television Covers Video Games6
Returning to Azeroth: Nostalgia, Sense of Place, and Social Presence in World of Warcraft Classic6
Developing an Empathy Spectrum for Games6
A Swiftly Changing Tide: Fantasy Sport, Gambling, and Alternative Forms of Participation6
A Virtual Reality Educational Game for the Ethics of Cultural Heritage Repatriation5
The Economy of Time, the Rationalisation of Resources: Discipline, Desire and Deferred Value in the Playing of Gacha Games5
Growing Pains in Esports Associationalism: Four Modes of National Esports Associational Development5
Newsgames: The Use of Digital Games by Mass-Media Outlets to Convey Journalistic Messages5
Play, History and Politics: Conceiving Futures Beyond Empire5
Balancing Ethics, Art and Economics: A Qualitative Analysis of Game Designer Perspectives on Monetisation5
How Accessible is This Video Game? An Analysis Tool in Two Steps5
Professional Gaming and Pro-Gamers: What Do We Know So Far? A Systematic Review5
Enjoying My Time in the Animus: A Quantitative Survey on Perceived Realism and Enjoyment of Historical Video Games4
The COVID Season: U.S. Collegiate Esports Programs’ Material Challenges and Opportunities During the 2020–21 Pandemic4
(Re)Playing (with) Video game History: Moving beyond Retrogaming4
Video Game Development in India: A Cultural and Creative Industry Embracing Regional Cultural Heritage(s)4
Feminist and Furious: Diversity Work(ers) Against Game Studies of Empire!4
Chinese Gold-Farming in the 2000s: Worker Empowerment and Local Development Through Video Games-Based Digital Labor4
Uncovering the Meaning: Exploring Semantic Differences in US Perceptions of “Gamer” and Game Players4
Gamification in Education: Why, Where, When, and How?—A Systematic Review4
Last Man Standing: Battle Royale Games Through the Lens of Self-Determination Theory4
Heroes and Hooligans: The Heterogeneity of Video Game Modders4
Exploring the Feminization of Backseat Gaming ThroughGirlfriend ReviewsYouTube Channel4
Mashing Up History and Heritage in Assassin’s Creed Odyssey4
“She's Built Like a Tank”: Player Reaction to Abby Anderson in The Last of Us: Part II4
Undertale’s Loveable Monsters: Investigating Parasocial Relationships with Non-Player Characters4
Developer Credit: Para-Industrial Hierarchies of In-Game Credit Attribution in the Video Game Industry4
Assembling Auras: Towards a Methodology for the Preservation and Study of Video Games as Cultural Heritage Artefacts3
An “Alternative to the Pen”? Perspectives for the Design of Historiographical Videogames3
It Does Matter If You Win or Lose, and How You Play the (Video) Game3
Torres Strait Virtual Reality: A Reflection on the Intersection between Culture, Game Design and Research3
White-Collar Criminality Within the Video Game Industry3
‘You Game Like a Girl’: Perceptions of Gender and Competence in Gaming3
Towards Sovereign Games3
Hypermodern Video Games as Emblems of Empire or How the Gaming Multitude Adapts to Hypermodernity3
Virtual Heterotopias and the Contested Histories of Kowloon Walled City3
Animating a Plausible Past: Perceived Realism and Sense of Place Influence Entertainment of and Tourism Intentions From Historical Video Games3
The Significance and Complexities of Anti-Corporate Gamer Activism: Struggles Against the Exploitation and Control of Game-Worlds in 2000s China3
Morality Meters and Their Impacts on Moral Choices in Videogames: A Qualitative Study3
What Does it Mean to be a Female Character in “Indie” Game Storytelling? Narrative Framing and Humanization in Independently Developed Video Games3