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 2020-11-01 to 2024-11-01.)
ArticleCitations
Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being145
Behind the Streams: The Off-Camera Labour of Game Live Streaming28
Heritage Sites and Video Games: Questions of Authenticity and Immersion27
“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
Gamification in Education: Why, Where, When, and How?—A Systematic Review18
Designing the Future? The Metaverse, NFTs, & the Future as Defined by Unity Users17
Engagement With the Gurus of Gaming Culture: Parasocial Relationships to Let’s Players17
“After All, They Don’t Know Me” Exploring the Psychological Mechanisms of Toxic Behavior in Online Games17
The Industry of Landlords: Exploring the Assetization of the Triple-A Game12
Masculine Pleasures as Normalized Practices: Character Design in the Video Game Industry12
Archeology of Abandoned Human Settlements in No Man’s Sky: A New Approach to Recording and Preserving User-Generated Content in Digital Games11
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
Becoming a Gamer: Performative Construction of Gendered Gamer Identities10
Playthings10
Gamifying Contentious Politics: Gaming Capital and Playful Resistance10
The Economy of Time, the Rationalisation of Resources: Discipline, Desire and Deferred Value in the Playing of Gacha Games9
Using Case Studies to Explore Need Satisfaction and Frustration in Puzzle Video Games9
Pivotal Play: Rethinking Meaningful Play in Games Through Death in Dungeons & Dragons9
Returning to Azeroth: Nostalgia, Sense of Place, and Social Presence in World of Warcraft Classic9
‘Thank you for your compliance’: Overwatch as a Disciplinary System8
Professional Gaming and Pro-Gamers: What Do We Know So Far? A Systematic Review8
Right-Wing Extremism in Mainstream Games: A Review of the Literature8
Balancing Ethics, Art and Economics: A Qualitative Analysis of Game Designer Perspectives on Monetisation8
‘You Game Like a Girl’: Perceptions of Gender and Competence in Gaming8
History, Heritage, and Memory in Video Games: Approaching the Past in Svoboda 1945: Liberation and Train to Sachsenhausen7
Translation Solutions in Professional Video Game Localization in Iran7
Newsgames: The Use of Digital Games by Mass-Media Outlets to Convey Journalistic Messages7
Are Video Games Still a Boys’ Club? How German Public Television Covers Video Games7
Animating a Plausible Past: Perceived Realism and Sense of Place Influence Entertainment of and Tourism Intentions From Historical Video Games7
Growing Pains in Esports Associationalism: Four Modes of National Esports Associational Development7
A Virtual Reality Educational Game for the Ethics of Cultural Heritage Repatriation7
Studying Game Development Cultures7
The Proteus Effect: Overview, Reflection, and Recommendations6
Undertale’s Loveable Monsters: Investigating Parasocial Relationships with Non-Player Characters6
Mashing Up History and Heritage in Assassin’s Creed Odyssey6
Exploring Player Understandings of Historical Accuracy and Historical Authenticity in Video Games6
Share the Experience, Don’t Take it: Toward Attunement With Neurodiversity in Videogames6
Chinese Gold-Farming in the 2000s: Worker Empowerment and Local Development Through Video Games-Based Digital Labor6
Last Man Standing: Battle Royale Games Through the Lens of Self-Determination Theory6
Horror Video Games and the “Active-Passive” Debate5
The COVID Season: U.S. Collegiate Esports Programs’ Material Challenges and Opportunities During the 2020–21 Pandemic5
Uncovering the Meaning: Exploring Semantic Differences in US Perceptions of “Gamer” and Game Players5
Heroes and Hooligans: The Heterogeneity of Video Game Modders5
Morality Meters and Their Impacts on Moral Choices in Videogames: A Qualitative Study5
How Accessible is This Video Game? An Analysis Tool in Two Steps5
Video Game Development in India: A Cultural and Creative Industry Embracing Regional Cultural Heritage(s)5
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
“She's Built Like a Tank”: Player Reaction to Abby Anderson in The Last of Us: Part II5
Reconstructing History and Culture in Game Discourse: A Linguistic Analysis of Heroic Stories in Honor of Kings5
Exploring the Feminization of Backseat Gaming Through Girlfriend Reviews YouTube Channel4
Enjoying My Time in the Animus: A Quantitative Survey on Perceived Realism and Enjoyment of Historical Video Games4
The ‘First Person Shooter’ Perspective: A Different View on First Person Shooters, Gamification, and First Person Terrorist Propaganda4
White-Collar Criminality Within the Video Game Industry4
Geek Cuisine: Extending the Narrative of a Junk Food Gamer4
Towards Sovereign Games4
Blockchain Potentials for the Game Industry: A Review4
Setting the Game Agenda: Reviewing the Emerging Literature on Video Gaming and Psychological Well-Being of Sexual and Gender Diverse Youth4
Toward a Study of Pinball3
What Does it Mean to be a Female Character in “Indie” Game Storytelling? Narrative Framing and Humanization in Independently Developed Video Games3
“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
Torres Strait Virtual Reality: A Reflection on the Intersection between Culture, Game Design and Research3
Why do We Play? Towards a Comprehensive Player Typology3
Seeking a Sense of Control or Escapism? The Role of Video Games in Coping with Unemployment3
Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives3
The Significance and Complexities of Anti-Corporate Gamer Activism: Struggles Against the Exploitation and Control of Game-Worlds in 2000s China3
Far Cry 5, American Right-Wing Terrorism, and Doomsday Prepper Culture3
Virtual Heterotopias and the Contested Histories of Kowloon Walled City3
A Typology of Metagamers: Identifying Player Types Based on Beyond the Game Activities3
Gameplay Bricks Model, a Theoretical Framework to Match Game Mechanics and Cognitive Functions3
Game-Assisted Social Activism: Game Literacy in Hong Kong’s Anti-Extradition Movement3
Videogames as an ‘Unheroic’ Medium: The Child Hero's Journey3
An “Alternative to the Pen”? Perspectives for the Design of Historiographical Videogames3
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