Games and Culture

Papers
(The TQCC of Games and Culture is 5. 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 2022-08-01 to 2026-08-01.)
ArticleCitations
Erratum146
Virtual Allies: Why Allyship is Critical to Diversification of Virtual Reality Gaming?49
Livestreaming History: The Streamer-Historian and Historical Games Outreach47
Nietzschean Self-Overcoming as Self-Annihilation: The Limits of Intelligibility in Bloodborne and Lovecraft33
Uses and Gratifications of Biophilic Simulation Games31
“A Definition of Enchantment”: A New Approach to the Analysis of Magic Systems in Fantasy Games30
“Fear the Old Blood”: The Gothicism of Bloodborne27
Identifying Playfulness: An Empirical Study on How Adults Recognize and Define Playfulness Across Culture24
Machina ex Dea, Dea ex Machina: Gaia/GAIA/All-Mother and Lugones’ “World”—Traveling in Horizon Zero Dawn (2017)23
Survey on Localization From the Development Perspective23
High Fantasy RPGs and the Materiality of the Medieval Book22
Problematic Gaming at a Crossroad: Exploring the Interplay Between Internet Gaming Disorder, Toxic Attitudes, and Empathy in Digital Entertainment22
Identification of Memorable Game Experiences: Analysis of Escape Rooms Visitors’ Experiences20
Esports Cannot Defeat Homophobia With Capitalism18
The MTGO Virtual Economy: A Case Study on a “Play-to-Earn” Game That has Existed Since Before Cryptocurrency Was Even Invented17
Esports as a Cultural Microcosm for Studying Psycholinguistics16
The Rise of Gaming Nations16
To the Center of Nowhere: Deep Mapping Digital Games’ Paratextual Geographies15
“We're All Mad Here!”: Becoming God in Bloodborne14
“As if Possessed by a Demon”: Subjectivity, Possession, and Undeadness in Metal Gear Solid14
Teaching Game Development at Universities: A Systematic Literature Review of Educational Practices for Multidisciplinary Industrial Demands14
Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives14
Emotions in Game Data Work13
“The Sense of Wonder”: Gaming Capital and Nostalgia for Inexperience in Magic: The Gathering13
Hey, You ! The Importance of Pragmatics in Localizations of Mass Effect in French and Spanish13
Czech Appeal: Why and How National Game Productions Use Local Themes and Settings13
Press [A] to Read This: A Mixed Methods Study of Characterised Versus Direct Instructions in The Legend of Zelda Videogame Series12
Mending the Broken World, Rebuilding the Community—On Positive Biopolitics in Digital Games12
Perceived Foolishness: How Does the Saltybet Community Construct AI vs AI Spectatorship?12
Understanding Hopepunk Games: Combining Theories of Hope, Hauntology, and Utopia11
Designing the Future? The Metaverse, NFTs, & the Future as Defined by Unity Users11
Return to the Pre-Modern: Mechanics Archeology of Fulu in Video Games11
“A Crown is Warranted With Strength”: Bosses, Fantasy, and Democracy in Elden Ring10
Geopolitical Implications of E-Sports10
A Typology of Metagamers: Identifying Player Types Based on Beyond the Game Activities9
Beyond the Game Itself: Understanding Authorial Intent, Player Agency, and Materiality as Degrees of Paratextuality9
Streamers as Arts Educators: Exploring Their Streaming Approaches as Pedagogical Practices9
The Stupid, the Ridiculous, the Camp: How Goat Simulator's “Messy” Design Facilitates Queer Play9
Fantasies of Adequacy: Mythologies of Capital in Dark Souls9
I Play, Therefore I Think: Procedural Philosophy in Remedy Entertainment's Alan Wake 2 (2023)9
Understanding How Marginal National Video Game Industries Differ9
Algorithmic Uncertainties in Video Game Forests8
Play and Misinformation: How America's Conspiracy Culture Became Gamified8
Virtual Heterotopias and the Contested Histories of Kowloon Walled City8
“I think I Get Why y’all do this Now”: Reckoning With Elden Ring 's Difficulty in an Online Affinity Space8
Cozy Ecogames8
Finish—Spare the Shame: Realism of Hellish Quart and Alt-Sarmatian Ideology8
Serious Games and Game Performance Before and During the Israel-Hamas War: The Case of Fact Finders and PeaceMaker8
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
FORGE: A Framework for Organizing Rewards in Gamified Environments7
Exoplanetary Exploration and the End of the World in 22 Minutes: Philosofiction in Outer Wilds6
Introduction: Reconsidering Paratext as a Received Concept6
Reshaping the Battlefield: The International Committee of the Red Cross, Video Games, and Public Relations6
The Problem of Memory in the Assassin's Creed Series (2007–2020)6
Taxonomy of Studies on the Use of Video Games in Entrepreneurship Education: A Systematic Literature Review with a Textometric Analysis6
The ‘First Person Shooter’ Perspective: A Different View on First Person Shooters, Gamification, and First Person Terrorist Propaganda6
“Go. Just take him.”: PTSD and the Player-Character Relationship in The Last of Us Part II6
The Table and the Tomb: Positioning Trans Power and Play Amid Fantasy Realism in Dungeons & Dragons6
Peace in the Valley: A Media and Discourse Analysis of Eric Barone's Stardew Valley Through Utopian Theory6
Corrigendum to “It's Not a Game! Rules of Notice and Hermeneutics of Suspicion in Contemporary FMV Games”6
Analog Simulation and the Indian Wars: Encountering the Other Through Board Wargames6
Beyond Game Blocks: Adolescent Girl Players' Perspectives During COVID-196
A Seeming Change: Quasimorph and the Critique of Anarcho-Capitalism6
The Business of Play: Financialization and Optimization in World of Warcraft6
“You’ve Been Living Here For as Long as You Can Remember”: Trauma in OMORI 's Environmental Design5
Character-Driven Storytelling Design for Digital Games: A Scoping Review5
Thought Experiments in Video Games: Exploring the (Un)Ethics of Motherhood in Frictional Games’ Amnesia: Rebirth5
Among the Casters: A Qualitative Study of Work and Play in Nottingham's Lead Belt5
‘Born of the Blood, Made Men by the Blood, Undone by the Blood’: Bloodborne as a Critical Reflection of Ghosts of the Anthropocene5
Gaming I, II, and III: Arcades, Video Game Systems, and Modern Game Streaming Services5
Critical Nostalgia and the Utopian Impulse in UFO 505
“A Legend From Before You Were Born”: Final Fantasy VII , Folklore, and Popular Culture5
Gaming Capital on Overwatch's Official Forums5
The Ecocritical Dimensions of Entertainment Video Games: A Systematic Review5
Playing with Character: A Framework of Characterization in Video Games5
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
How Accessible is This Video Game? An Analysis Tool in Two Steps5
Failing to See a Difference: Closing a Gender Gap in a Challenging Video Game5
Experience in Videogame Display: An Extension of the Matrix Model5
Blockchain Potentials for the Game Industry: A Review5
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