Games and Culture

Papers
(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 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
Virtual Allies: Why Allyship is Critical to Diversification of Virtual Reality Gaming?13
“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
Exploring Player Understandings of Historical Accuracy and Historical Authenticity in Video Games12
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
Czech Appeal: Why and How National Game Productions Use Local Themes and Settings11
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
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
‘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
Esports as a Cultural Microcosm for Studying Psycholinguistics9
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
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
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
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
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
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
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
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
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
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
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
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
“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
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