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 2022-05-01 to 2026-05-01.)
ArticleCitations
Erratum126
High Fantasy RPGs and the Materiality of the Medieval Book40
Identifying Playfulness: An Empirical Study on How Adults Recognize and Define Playfulness Across Culture39
Machina ex Dea, Dea ex Machina: Gaia/GAIA/All-Mother and Lugones’ “World”—Traveling in Horizon Zero Dawn (2017)30
“A Definition of Enchantment”: A New Approach to the Analysis of Magic Systems in Fantasy Games25
Virtual Allies: Why Allyship is Critical to Diversification of Virtual Reality Gaming?24
Survey on Localization From the Development Perspective23
Uses and Gratifications of Biophilic Simulation Games21
Social Realism in Red Orchestra 2 (2011)20
“Fear the Old Blood”: The Gothicism of Bloodborne20
Livestreaming History: The Streamer-Historian and Historical Games Outreach20
Identification of Memorable Game Experiences: Analysis of Escape Rooms Visitors’ Experiences18
Esports Cannot Defeat Homophobia With Capitalism18
Problematic Gaming at a Crossroad: Exploring the Interplay Between Internet Gaming Disorder, Toxic Attitudes, and Empathy in Digital Entertainment16
The MTGO Virtual Economy: A Case Study on a “Play-to-Earn” Game That has Existed Since Before Cryptocurrency Was Even Invented15
The Rise of Gaming Nations15
Esports as a Cultural Microcosm for Studying Psycholinguistics14
“What are you Bringing to the Table?”: The Something Awful Let’s Play Community as a Serious Leisure Subculture14
Hey, You ! The Importance of Pragmatics in Localizations of Mass Effect in French and Spanish13
“We're All Mad Here!”: Becoming God in Bloodborne13
Emotions in Game Data Work13
Czech Appeal: Why and How National Game Productions Use Local Themes and Settings13
To the Center of Nowhere: Deep Mapping Digital Games’ Paratextual Geographies13
“As if Possessed by a Demon”: Subjectivity, Possession, and Undeadness in Metal Gear Solid12
Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives12
Teaching Game Development at Universities: A Systematic Literature Review of Educational Practices for Multidisciplinary Industrial Demands12
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
Perceived Foolishness: How Does the Saltybet Community Construct AI vs AI Spectatorship?11
Return to the Pre-Modern: Mechanics Archeology of Fulu in Video Games11
“The Sense of Wonder”: Gaming Capital and Nostalgia for Inexperience in Magic: The Gathering11
Geopolitical Implications of E-Sports10
A Typology of Metagamers: Identifying Player Types Based on Beyond the Game Activities10
The Stupid, the Ridiculous, the Camp: How Goat Simulator's “Messy” Design Facilitates Queer Play9
Gameplay Bricks Model, a Theoretical Framework to Match Game Mechanics and Cognitive Functions9
“A Crown is Warranted With Strength”: Bosses, Fantasy, and Democracy in Elden Ring9
Play and Misinformation: How America's Conspiracy Culture Became Gamified8
I Play, Therefore I Think: Procedural Philosophy in Remedy Entertainment's Alan Wake 2 (2023)8
Understanding How Marginal National Video Game Industries Differ8
Fantasies of Adequacy: Mythologies of Capital in Dark Souls8
Beyond the Game Itself: Understanding Authorial Intent, Player Agency, and Materiality as Degrees of Paratextuality8
“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
Virtual Heterotopias and the Contested Histories of Kowloon Walled City8
Finish—Spare the Shame: Realism of Hellish Quart and Alt-Sarmatian Ideology7
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
Algorithmic Uncertainties in Video Game Forests7
The Problem of Memory in the Assassin's Creed Series (2007–2020)7
Serious Games and Game Performance Before and During the Israel-Hamas War: The Case of Fact Finders and PeaceMaker7
Cozy Ecogames7
FORGE: A Framework for Organizing Rewards in Gamified Environments7
Peace in the Valley: A Media and Discourse Analysis of Eric Barone's Stardew Valley Through Utopian Theory6
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
A Seeming Change: Quasimorph and the Critique of Anarcho-Capitalism6
Exoplanetary Exploration and the End of the World in 22 Minutes: Philosofiction in Outer Wilds6
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 Wargames5
Failing to See a Difference: Closing a Gender Gap in a Challenging Video Game5
Critical Nostalgia and the Utopian Impulse in UFO 505
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
Introduction: Reconsidering Paratext as a Received Concept5
The Business of Play: Financialization and Optimization in World of Warcraft5
“Go. Just take him.”: PTSD and the Player-Character Relationship in The Last of Us Part II5
Thought Experiments in Video Games: Exploring the (Un)Ethics of Motherhood in Frictional Games’ Amnesia: Rebirth5
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
Reshaping the Battlefield: The International Committee of the Red Cross, Video Games, and Public Relations5
“A Legend From Before You Were Born”: Final Fantasy VII , Folklore, and Popular Culture5
How Accessible is This Video Game? An Analysis Tool in Two Steps5
Character-Driven Storytelling Design for Digital Games: A Scoping Review5
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