Games and Culture

Papers
(The median citation count of Games and Culture is 1. 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 2021-08-01 to 2025-08-01.)
ArticleCitations
Social Realism in Red Orchestra 2 (2011)67
Machina ex Dea, Dea ex Machina: Gaia/GAIA/All-Mother and Lugones’ “World”—Traveling in Horizon Zero Dawn (2017)31
The Practice of Oldhammer: Re-Membering a Past Through Craft and Play27
Survey on Localization From the Development Perspective26
Erratum18
Mask of the Translator: Walter Benjamin and Metal Gear Solid’s Difficult Relationship with Localization17
“Fear the Old Blood”: The Gothicism of Bloodborne17
Virtual Allies: Why Allyship is Critical to Diversification of Virtual Reality Gaming?16
High Fantasy RPGs and the Materiality of the Medieval Book15
Horror Video Games and the “Active-Passive” Debate15
“A Definition of Enchantment”: A New Approach to the Analysis of Magic Systems in Fantasy Games14
Livestreaming History: The Streamer-Historian and Historical Games Outreach14
Uses and Gratifications of Biophilic Simulation Games14
Identifying Playfulness: An Empirical Study on How Adults Recognize and Define Playfulness Across Culture14
Esports Cannot Defeat Homophobia With Capitalism13
Problematic Gaming at a Crossroad: Exploring the Interplay Between Internet Gaming Disorder, Toxic Attitudes, and Empathy in Digital Entertainment12
Exploring Player Understandings of Historical Accuracy and Historical Authenticity in Video Games12
Identification of Memorable Game Experiences: Analysis of Escape Rooms Visitors’ Experiences12
To the Center of Nowhere: Deep Mapping Digital Games’ Paratextual Geographies11
Esports as a Cultural Microcosm for Studying Psycholinguistics11
“What are you Bringing to the Table?”: The Something Awful Let’s Play Community as a Serious Leisure Subculture11
Hey, You ! The Importance of Pragmatics in Localizations of Mass Effect in French and Spanish10
The MTGO Virtual Economy: A Case Study on a “Play-to-Earn” Game That has Existed Since Before Cryptocurrency Was Even Invented10
Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives10
Czech Appeal: Why and How National Game Productions Use Local Themes and Settings10
“We're All Mad Here!”: Becoming God in Bloodborne10
Returning to Azeroth: Nostalgia, Sense of Place, and Social Presence in World of Warcraft Classic9
The Rise of Gaming Nations9
Emotions in Game Data Work9
“As if Possessed by a Demon”: Subjectivity, Possession, and Undeadness in Metal Gear Solid9
“The Sense of Wonder”: Gaming Capital and Nostalgia for Inexperience in Magic: The Gathering8
Perceived Foolishness: How Does the Saltybet Community Construct AI vs AI Spectatorship?8
A Typology of Metagamers: Identifying Player Types Based on Beyond the Game Activities8
“A Crown is Warranted With Strength”: Bosses, Fantasy, and Democracy in Elden Ring8
Gameplay Bricks Model, a Theoretical Framework to Match Game Mechanics and Cognitive Functions8
Designing the Future? The Metaverse, NFTs, & the Future as Defined by Unity Users8
Streamers as Arts Educators: Exploring Their Streaming Approaches as Pedagogical Practices7
Fantasies of Adequacy: Mythologies of Capital in Dark Souls7
Play and Misinformation: How America's Conspiracy Culture Became Gamified7
The Stupid, the Ridiculous, the Camp: How Goat Simulator's “Messy” Design Facilitates Queer Play7
Finish—Spare the Shame: Realism of Hellish Quart and Alt-Sarmatian Ideology7
Virtual Heterotopias and the Contested Histories of Kowloon Walled City7
Serious Games and Game Performance Before and During the Israel-Hamas War: The Case of Fact Finders and PeaceMaker7
Beyond the Game Itself: Understanding Authorial Intent, Player Agency, and Materiality as Degrees of Paratextuality7
I Play, Therefore I Think: Procedural Philosophy in Remedy Entertainment's Alan Wake 2 (2023)6
FORGE: A Framework for Organizing Rewards in Gamified Environments6
Understanding How Marginal National Video Game Industries Differ6
The Ones Who Walk Away from Hallownest: Hollow Knight's Radical Response to the Omelas Dilemma6
“I think I Get Why y’all do this Now”: Reckoning With Elden Ring 's Difficulty in an Online Affinity Space6
The Problem of Memory in the Assassin's Creed Series (2007–2020)6
Metamodern Nature of Hideo Kojima's Death Stranding Synopsis and Gameplay6
Corrigendum to “It's Not a Game! Rules of Notice and Hermeneutics of Suspicion in Contemporary FMV Games”5
The Table and the Tomb: Positioning Trans Power and Play Amid Fantasy Realism in Dungeons & Dragons5
A Conservative Metric of Power Creep5
MeetDurian: Can Location-Based Games be Used to Improve COVID-19 Hygiene Habits?5
Peace in the Valley: A Media and Discourse Analysis of Eric Barone's Stardew Valley Through Utopian Theory5
Exoplanetary Exploration and the End of the World in 22 Minutes: Philosofiction in Outer Wilds5
The ‘First Person Shooter’ Perspective: A Different View on First Person Shooters, Gamification, and First Person Terrorist Propaganda5
How Does Exposure to General and Sexual Harassment Relate to Female Gamers’ Coping Strategies and Mental Health?4
Critical Nostalgia and the Utopian Impulse in UFO 504
‘You Game Like a Girl’: Perceptions of Gender and Competence in Gaming4
The Moral Service of Trans NPCs: Examining the Roles of Transgender Non-Player Characters in Role-Playing Video Games4
Taxonomy of Studies on the Use of Video Games in Entrepreneurship Education: A Systematic Literature Review with a Textometric Analysis4
“Go. Just take him.”: PTSD and the Player-Character Relationship in The Last of Us Part II4
Reshaping the Battlefield: The International Committee of the Red Cross, Video Games, and Public Relations4
The Data-Driven Myth and the Deceptive Futurity of “the World’s Fastest Growing Games Region”: Selling the Southeast Asian Games Market via Game Analytics4
The Business of Play: Financialization and Optimization in World of Warcraft4
Introduction: Reconsidering Paratext as a Received Concept4
The Beautiful Rule: Thinking the Aesthetics of Game Rules4
Beyond Game Blocks: Adolescent Girl Players' Perspectives During COVID-194
“You’ve Been Living Here For as Long as You Can Remember”: Trauma in OMORI's Environmental Design4
“A Legend From Before You Were Born”: Final Fantasy VII, Folklore, and Popular Culture4
Analog Simulation and the Indian Wars: Encountering the Other Through Board Wargames4
Failing to See a Difference: Closing a Gender Gap in a Challenging Video Game4
Thought Experiments in Video Games: Exploring the (Un)Ethics of Motherhood in Frictional Games’ Amnesia: Rebirth3
Games and Culture Special Issue publication notice3
Times They Are A-Changin’? Evolving Representations of Women in the Assassin's Creed Franchise3
The Doors of Perception: Horror Video Games and the Ideological Implications of Ludic Virtual Reality3
Gatekeeping the Gatekeepers: An Exploratory Study of Transformative Games Fandom & TikTok Algorithms3
Mutants and Zombies Everywhere! Or Villains, Violence, and Selfishness: Questions of Humanity in the Post-apocalyptic (Pandemic) Video Game3
Why do We Play? Towards a Comprehensive Player Typology3
Gaming Capital on Overwatch's Official Forums3
Among the Casters: A Qualitative Study of Work and Play in Nottingham's Lead Belt3
Blockchain Potentials for the Game Industry: A Review3
Cultural Imperialism and Video Game Localization: A Case Study of Revelations: Persona3
Translation Solutions in Professional Video Game Localization in Iran3
Exploring the Etymology of YouXi: A Chinese Perspective on the Concept of Game3
Gaming I, II, and III: Arcades, Video Game Systems, and Modern Game Streaming Services3
Binary Barriers: Avatar Creation and Play for Nonbinary Video Game Players3
‘Born of the Blood, Made Men by the Blood, Undone by the Blood’: Bloodborne as a Critical Reflection of Ghosts of the Anthropocene3
The Game-Like Experience of Virtual Reality Art: Sensational Players and Critical Audiences3
Playing with Character: A Framework of Characterization in Video Games3
The Ground Floor Approach to Video Game Accessibility: Identifying Design Features Prioritized by Accessibility Reviews3
The Development of Video Game Representations of the Middle East3
Experience in Videogame Display: An Extension of the Matrix Model3
It's Not Always About You: The Subject and Ecological Entanglement in Video Games3
How Accessible is This Video Game? An Analysis Tool in Two Steps3
It's Not a Game! Rules of Notice and Hermeneutics of Suspicion in Contemporary FMV Games2
Fear of Monsters: Toward an Understanding of the Threat of the Computational Monster Read Through the Theoretical Lens of Game-Play2
Towards Representational Adequacy: A Critical Analysis of Transgender Representation in Tell Me Why2
“Video Games Were My First Safe Space”: Queer Gaming in the Animal Crossing New Horizons LGBTIQA+ Community2
Foreign Yet Familiar: J. L. Borges’ Book of Imaginary Beings and Other Cultural Ferrymen in Japanese Fantasy Games2
Is Death Only the Beginning? How People Mourn Artificial Characters in Social Media2
Disco Pinball: Declining Games and Depression in Disco Elysium2
Chippin’ In: An Analysis of the Criminological Concepts Within Cyberpunk 20772
Becoming Bayek: Blackness, Egypt, and Identity in Assassin's Creed: Origins2
The Use of Games in Citizen Science Based on Findings from the EyeWire User Study2
The COVID Season: U.S. Collegiate Esports Programs’ Material Challenges and Opportunities During the 2020–21 Pandemic2
Postphenomenology, Kill Cams and Shooters: Exploring the Code of Replay Sequences2
Between Subjectivity and Flourishing: Creativity and Game Design as Existential Meaning2
Becoming Afflicted, Becoming Virtuous: Darkest Dungeon and the Human Response to Stress2
Undertale’s Loveable Monsters: Investigating Parasocial Relationships with Non-Player Characters2
Videogames as an ‘Unheroic’ Medium: The Child Hero's Journey2
Conceptualizing the Roles of Involvement and Immersion in Persuasive Games2
“Religious” and “Gamer”: Negotiating the Legitimacy of Video Games in a Muslim Context2
Eroticism and Design Workshops in Game Interfaces: Exploring a Mobile Otome Game for Chinese Women2
Playing Through the Pandemic: Gaming Usage as a Buffer During COVID-192
Becoming a Gamer: Performative Construction of Gendered Gamer Identities2
“After All, They Don’t Know Me” Exploring the Psychological Mechanisms of Toxic Behavior in Online Games2
Setting the Game Agenda: Reviewing the Emerging Literature on Video Gaming and Psychological Well-Being of Sexual and Gender Diverse Youth2
The Technological Mediation of Collective Memory Through Historical Video Games2
Profiles, Perceptions, and Experiences of Video Game Translators2
Resilient Values in Game Industry Formation: Institutional Perspective to the Finnish Context2
Game-Assisted Social Activism: Game Literacy in Hong Kong’s Anti-Extradition Movement2
The Collector, the Glitcher, and the Denkbilder: Toward a Critical Aesthetic Theory of Video Games1
What are the Drivers, Barriers, Mechanisms, and Anchors of cross-industry cooperation? The Perspective of the Video Game Industry Ecosystem1
Gamification is not Working: Why?1
The Revival of the White Whale: Kojima’s The Phantom Pain and Death Stranding against Melville’s Moby-Dick1
Symbolic Violence in the Language of Game Descriptions of Blackness: The Case of Pathfinder1
Worlds of Light, Fading. Dead Games and End-of-Life Software as Ruins of Digital Interactive Entertainment1
Dungeons, Dragons, and Rogues: How Picaresque Literature Shaped the Thief Class in Dungeons & Dragons1
Rhyming Rudely: From Medieval Flyting to Invective Poetry in Video Games1
Replaying Wartime Résistance? Studying Ludic Memory-Making in the Open World Game The Saboteur1
The Significance and Complexities of Anti-Corporate Gamer Activism: Struggles Against the Exploitation and Control of Game-Worlds in 2000s China1
Challenging Heroic Narratives of Polar Exploration in Indie Video Games1
Stochastic Process Approaches for Modeling of Games1
Broken Promises Marketing. Relations, Communication Strategies, and Ethics of Video Game Journalists and Developers: The Case of Cyberpunk 20771
Dynamic Music Video: Categorizing the Convergence of Video Games and Music Videos1
Balancing Ethics, Art and Economics: A Qualitative Analysis of Game Designer Perspectives on Monetisation1
Importance of Social Videogaming for Connection with Others During the COVID-19 Pandemic1
Newsgames: The Use of Digital Games by Mass-Media Outlets to Convey Journalistic Messages1
Looking for the Gamic Gaze: Desire, Fantasy, and Enjoyment in Gorogoa1
Bridge Babies and Rebuilding America: Reproductive Commodification in Death Stranding1
Nature Playing: On the Experience of Contemplating Technologically Mediated Nature within the Game World of Riders Republic1
Trains, Stations, and Railways as Harbingers of Biopolitics in Digital Games: From Governance to Hauntology1
Recentering Indigenous Epistemologies Through Digital Games: Sámi Perspectives on Nature in Rievssat (2018)1
‘It's Just Not Safe’: Gender-Based Harassment and Toxicity Experiences of Women in Esports1
The Other Squid Game: How Splatoon 3 Promotes a Culture of Coziness, Inclusivity, and Becoming-Cephalopod1
“Protecting our female gaze rights”: Chinese Female Gamers’ and Game Producers’ Negotiations with Government Restrictions on Erotic Material1
Reflecting on Celeste : Abstracting Trans Representation1
Experience, Rationality, Situation and Fallibilism: Establishing a Feminist Pragmatist Epistemology in Game Studies1
The Future of Games Scholarship: An Interview With James Paul Gee1
Video Games Interventions to Reduce Radicalization and Violent Extremism in Young People: A Systematic Review1
Share the Experience, Don’t Take it: Toward Attunement With Neurodiversity in Videogames1
Background Checks: Disentangling Class, Race, and Gender in CRPG Character Creators1
Desert Bus: Abusive Game Design, The Martyrdom Effect, and Fan Activism on Twitch.tv1
Desire and Delusion: Fetish of Brazilian Favela in Videogame (Mis)representation1
‘You’ve met with a terrible fate, haven’t you?’: A Hauntological Analysis of Carceral Violence in Majora’s Mask1
The Show, the Game, and the Old Gods: On the Ontological Reframing and the Fiction/Real Boundary1
Creative, Technical, Entrepreneurial: Formative Tensions in Game Development Higher Education1
Video Games as Social Institutions1
Toward a Study of Pinball1
Video Game Development in India: A Cultural and Creative Industry Embracing Regional Cultural Heritage(s)1
Developing Meaning: Critical Violence and Eudaimonic Entertainment in the Seventh Console Generation1
Aesthetics, Engagement, and Narration: Temporal Constraint as an Articulator of Ludo-Narrative Time1
Datafication of Digital Intimacy: The Dual Logic of Empowerment and Commodification1
Growing Pains in Esports Associationalism: Four Modes of National Esports Associational Development1
Remediating Video Games in Contemporary Fiction: Literary Form and Intermedial Transfer1
Dark Patterns Meet the Gamer's Dilemma: Contrasting Morally Objectionable Content with Systems in Video Games1
Playing With Needles: Technology, Gender and Playful Participation in Online Knitting Communities1
The Economy of Time, the Rationalisation of Resources: Discipline, Desire and Deferred Value in the Playing of Gacha Games1
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