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 2020-08-01 to 2024-08-01.)
ArticleCitations
Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being140
Heritage Sites and Video Games: Questions of Authenticity and Immersion26
Designing for Disability: Evaluating the State of Accessibility Design in Video Games26
Behind the Streams: The Off-Camera Labour of Game Live Streaming25
Game Workers and the Empire: Unionisation in the UK Video Game Industry23
“I Can be Who I Am When I Play Tekken 7”: E-sports Women Participants from the Islamic Republic of Pakistan20
Families Playing Animal Crossing Together: Coping With Video Games During the COVID-19 Pandemic20
Engagement With the Gurus of Gaming Culture: Parasocial Relationships to Let’s Players17
Gaming When Things Get Tough? Examining How Emotion Regulation and Coping Self-Efficacy Influence Gaming During Difficult Life Situations16
Designing the Future? The Metaverse, NFTs, & the Future as Defined by Unity Users15
Gamification in Education: Why, Where, When, and How?—A Systematic Review15
“After All, They Don’t Know Me” Exploring the Psychological Mechanisms of Toxic Behavior in Online Games14
Masculine Pleasures as Normalized Practices: Character Design in the Video Game Industry12
Online Gaming and Racism: Impact on Psychological Distress Among Black, Asian, and Latinx Emerging Adults11
Disability and Video Games Journalism: A Discourse Analysis of Accessibility and Gaming Culture10
Playthings10
The Industry of Landlords: Exploring the Assetization of the Triple-A Game10
Using Case Studies to Explore Need Satisfaction and Frustration in Puzzle Video Games9
The Economy of Time, the Rationalisation of Resources: Discipline, Desire and Deferred Value in the Playing of Gacha Games9
A Swiftly Changing Tide: Fantasy Sport, Gambling, and Alternative Forms of Participation9
Returning to Azeroth: Nostalgia, Sense of Place, and Social Presence in World of Warcraft Classic8
Archeology of Abandoned Human Settlements inNo Man’s Sky: A New Approach to Recording and Preserving User-Generated Content in Digital Games8
Postscript: Gaming While Empire Burns8
Gamifying Contentious Politics: Gaming Capital and Playful Resistance8
Ludic Ethics: The Ethical Negotiations of Players in Online Multiplayer Games8
Balancing Ethics, Art and Economics: A Qualitative Analysis of Game Designer Perspectives on Monetisation8
Becoming a Gamer: Performative Construction of Gendered Gamer Identities8
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
‘Thank you for your compliance’: Overwatch as a Disciplinary System7
Growing Pains in Esports Associationalism: Four Modes of National Esports Associational Development7
Translation Solutions in Professional Video Game Localization in Iran7
Developing an Empathy Spectrum for Games7
Are Video Games Still a Boys’ Club? How German Public Television Covers Video Games7
Pivotal Play: Rethinking Meaningful Play in Games Through Death inDungeons & Dragons7
A Virtual Reality Educational Game for the Ethics of Cultural Heritage Repatriation6
Exploring Player Understandings of Historical Accuracy and Historical Authenticity in Video Games6
Studying Game Development Cultures6
Professional Gaming and Pro-Gamers: What Do We Know So Far? A Systematic Review6
Play, History and Politics: Conceiving Futures Beyond Empire6
Mashing Up History and Heritage in Assassin’s Creed Odyssey5
Uncovering the Meaning: Exploring Semantic Differences in US Perceptions of “Gamer” and Game Players5
Undertale’s Loveable Monsters: Investigating Parasocial Relationships with Non-Player Characters5
Animating a Plausible Past: Perceived Realism and Sense of Place Influence Entertainment of and Tourism Intentions From Historical Video Games5
Newsgames: The Use of Digital Games by Mass-Media Outlets to Convey Journalistic Messages5
‘You Game Like a Girl’: Perceptions of Gender and Competence in Gaming5
Developer Credit: Para-Industrial Hierarchies of In-Game Credit Attribution in the Video Game Industry5
Assembling Auras: Towards a Methodology for the Preservation and Study of Video Games as Cultural Heritage Artefacts5
How Accessible is This Video Game? An Analysis Tool in Two Steps5
“She's Built Like a Tank”: Player Reaction to Abby Anderson in The Last of Us: Part II5
Last Man Standing: Battle Royale Games Through the Lens of Self-Determination Theory5
The Proteus Effect: Overview, Reflection, and Recommendations4
Chinese Gold-Farming in the 2000s: Worker Empowerment and Local Development Through Video Games-Based Digital Labor4
Geek Cuisine: Extending the Narrative of a Junk Food Gamer4
Heroes and Hooligans: The Heterogeneity of Video Game Modders4
Towards Sovereign Games4
White-Collar Criminality Within the Video Game Industry4
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
Feminist and Furious: Diversity Work(ers) Against Game Studies of Empire!4
Exploring the Feminization of Backseat Gaming ThroughGirlfriend ReviewsYouTube Channel4
Enjoying My Time in the Animus: A Quantitative Survey on Perceived Realism and Enjoyment of Historical Video Games4
Right-Wing Extremism in Mainstream Games: A Review of the Literature4
Video Game Development in India: A Cultural and Creative Industry Embracing Regional Cultural Heritage(s)4
Reconstructing History and Culture in Game Discourse: A Linguistic Analysis of Heroic Stories in Honor of Kings4
An “Alternative to the Pen”? Perspectives for the Design of Historiographical Videogames3
Torres Strait Virtual Reality: A Reflection on the Intersection between Culture, Game Design and Research3
Gameplay Bricks Model, a Theoretical Framework to Match Game Mechanics and Cognitive Functions3
“What are you Bringing to the Table?”: The Something Awful Let’s Play Community as a Serious Leisure Subculture3
“Protecting our female gaze rights”: Chinese Female Gamers’ and Game Producers’ Negotiations with Government Restrictions on Erotic Material3
Background Checks: Disentangling Class, Race, and Gender in CRPG Character Creators3
Hypermodern Video Games as Emblems of Empire or How the Gaming Multitude Adapts to Hypermodernity3
Why do We Play? Towards a Comprehensive Player Typology3
What Does it Mean to be a Female Character in “Indie” Game Storytelling? Narrative Framing and Humanization in Independently Developed Video Games3
Game-Assisted Social Activism: Game Literacy in Hong Kong’s Anti-Extradition Movement3
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
Virtual Heterotopias and the Contested Histories of Kowloon Walled City3
Share the Experience, Don’t Take it: Toward Attunement With Neurodiversity in Videogames3
Setting the Game Agenda: Reviewing the Emerging Literature on Video Gaming and Psychological Well-Being of Sexual and Gender Diverse Youth3
The ‘First Person Shooter’ Perspective: A Different View on First Person Shooters, Gamification, and First Person Terrorist Propaganda3
Horror Video Games and the “Active-Passive” Debate3
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