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 2022-06-01 to 2026-06-01.)
ArticleCitations
Erratum129
High Fantasy RPGs and the Materiality of the Medieval Book41
Machina ex Dea, Dea ex Machina: Gaia/GAIA/All-Mother and Lugones’ “World”—Traveling in Horizon Zero Dawn (2017)40
Virtual Allies: Why Allyship is Critical to Diversification of Virtual Reality Gaming?30
Social Realism in Red Orchestra 2 (2011)26
Survey on Localization From the Development Perspective26
Livestreaming History: The Streamer-Historian and Historical Games Outreach25
Identifying Playfulness: An Empirical Study on How Adults Recognize and Define Playfulness Across Culture22
“Fear the Old Blood”: The Gothicism of Bloodborne21
Nietzschean Self-Overcoming as Self-Annihilation: The Limits of Intelligibility in Bloodborne and Lovecraft21
Uses and Gratifications of Biophilic Simulation Games21
“A Definition of Enchantment”: A New Approach to the Analysis of Magic Systems in Fantasy Games18
Esports Cannot Defeat Homophobia With Capitalism16
Problematic Gaming at a Crossroad: Exploring the Interplay Between Internet Gaming Disorder, Toxic Attitudes, and Empathy in Digital Entertainment15
Identification of Memorable Game Experiences: Analysis of Escape Rooms Visitors’ Experiences15
Teaching Game Development at Universities: A Systematic Literature Review of Educational Practices for Multidisciplinary Industrial Demands14
To the Center of Nowhere: Deep Mapping Digital Games’ Paratextual Geographies14
“As if Possessed by a Demon”: Subjectivity, Possession, and Undeadness in Metal Gear Solid14
Esports as a Cultural Microcosm for Studying Psycholinguistics14
Emotions in Game Data Work13
Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives13
Czech Appeal: Why and How National Game Productions Use Local Themes and Settings13
Hey, You ! The Importance of Pragmatics in Localizations of Mass Effect in French and Spanish13
The Rise of Gaming Nations13
“We're All Mad Here!”: Becoming God in Bloodborne12
The MTGO Virtual Economy: A Case Study on a “Play-to-Earn” Game That has Existed Since Before Cryptocurrency Was Even Invented12
Perceived Foolishness: How Does the Saltybet Community Construct AI vs AI Spectatorship?12
Return to the Pre-Modern: Mechanics Archeology of Fulu in Video Games11
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
Understanding Hopepunk Games: Combining Theories of Hope, Hauntology, and Utopia10
Mending the Broken World, Rebuilding the Community—On Positive Biopolitics in Digital Games10
Geopolitical Implications of E-Sports10
A Typology of Metagamers: Identifying Player Types Based on Beyond the Game Activities9
The Stupid, the Ridiculous, the Camp: How Goat Simulator's “Messy” Design Facilitates Queer Play9
“The Sense of Wonder”: Gaming Capital and Nostalgia for Inexperience in Magic: The Gathering9
“A Crown is Warranted With Strength”: Bosses, Fantasy, and Democracy in Elden Ring9
Beyond the Game Itself: Understanding Authorial Intent, Player Agency, and Materiality as Degrees of Paratextuality8
I Play, Therefore I Think: Procedural Philosophy in Remedy Entertainment's Alan Wake 2 (2023)8
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
Streamers as Arts Educators: Exploring Their Streaming Approaches as Pedagogical Practices8
Finish—Spare the Shame: Realism of Hellish Quart and Alt-Sarmatian Ideology7
Play and Misinformation: How America's Conspiracy Culture Became Gamified7
Serious Games and Game Performance Before and During the Israel-Hamas War: The Case of Fact Finders and PeaceMaker7
Fantasies of Adequacy: Mythologies of Capital in Dark Souls7
Understanding How Marginal National Video Game Industries Differ7
The Ones Who Walk Away from Hallownest: Hollow Knight 's Radical Response to the Omelas Dilemma6
FORGE: A Framework for Organizing Rewards in Gamified Environments6
Peace in the Valley: A Media and Discourse Analysis of Eric Barone's Stardew Valley Through Utopian Theory6
Cozy Ecogames6
Metamodern Nature of Hideo Kojima's Death Stranding Synopsis and Gameplay6
The ‘First Person Shooter’ Perspective: A Different View on First Person Shooters, Gamification, and First Person Terrorist Propaganda6
The Problem of Memory in the Assassin's Creed Series (2007–2020)6
Algorithmic Uncertainties in Video Game Forests6
A Seeming Change: Quasimorph and the Critique of Anarcho-Capitalism6
Taxonomy of Studies on the Use of Video Games in Entrepreneurship Education: A Systematic Literature Review with a Textometric Analysis6
Corrigendum to “It's Not a Game! Rules of Notice and Hermeneutics of Suspicion in Contemporary FMV Games”5
The Business of Play: Financialization and Optimization in World of Warcraft5
Exoplanetary Exploration and the End of the World in 22 Minutes: Philosofiction in Outer Wilds5
“A Legend From Before You Were Born”: Final Fantasy VII , Folklore, and Popular Culture5
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
Introduction: Reconsidering Paratext as a Received Concept5
Critical Nostalgia and the Utopian Impulse in UFO 505
Reshaping the Battlefield: The International Committee of the Red Cross, Video Games, and Public Relations5
Analog Simulation and the Indian Wars: Encountering the Other Through Board Wargames5
“Go. Just take him.”: PTSD and the Player-Character Relationship in The Last of Us Part II5
Character-Driven Storytelling Design for Digital Games: A Scoping Review5
Failing to See a Difference: Closing a Gender Gap in a Challenging Video Game5
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