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 2021-07-01 to 2025-07-01.)
ArticleCitations
Social Realism in Red Orchestra 2 (2011)56
Uses and Gratifications of Biophilic Simulation Games30
Horror Video Games and the “Active-Passive” Debate25
Machina ex Dea, Dea ex Machina: Gaia/GAIA/All-Mother and Lugones’ “World”—Traveling in Horizon Zero Dawn (2017)25
The Practice of Oldhammer: Re-Membering a Past Through Craft and Play19
Survey on Localization From the Development Perspective17
Erratum17
“A Definition of Enchantment”: A New Approach to the Analysis of Magic Systems in Fantasy Games15
Mask of the Translator: Walter Benjamin and Metal Gear Solid’s Difficult Relationship with Localization15
“Fear the Old Blood”: The Gothicism of Bloodborne14
Virtual Allies: Why Allyship is Critical to Diversification of Virtual Reality Gaming?14
High Fantasy RPGs and the Materiality of the Medieval Book14
Livestreaming History: The Streamer-Historian and Historical Games Outreach14
Esports Cannot Defeat Homophobia With Capitalism13
Identifying Playfulness: An Empirical Study on How Adults Recognize and Define Playfulness Across Culture13
Exploring Player Understandings of Historical Accuracy and Historical Authenticity in Video Games13
Problematic Gaming at a Crossroad: Exploring the Interplay Between Internet Gaming Disorder, Toxic Attitudes, and Empathy in Digital Entertainment11
Identification of Memorable Game Experiences: Analysis of Escape Rooms Visitors’ Experiences11
Hey, You! The Importance of Pragmatics in Localizations of Mass Effect in French and Spanish11
The MTGO Virtual Economy: A Case Study on a “Play-to-Earn” Game That has Existed Since Before Cryptocurrency Was Even Invented10
To the Center of Nowhere: Deep Mapping Digital Games’ Paratextual Geographies10
“What are you Bringing to the Table?”: The Something Awful Let’s Play Community as a Serious Leisure Subculture10
Esports as a Cultural Microcosm for Studying Psycholinguistics10
“As if Possessed by a Demon”: Subjectivity, Possession, and Undeadness in Metal Gear Solid10
The Rise of Gaming Nations10
Czech Appeal: Why and How National Game Productions Use Local Themes and Settings9
Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives9
“We're All Mad Here!”: Becoming God in Bloodborne9
Emotions in Game Data Work9
Perceived Foolishness: How Does the Saltybet Community Construct AI vs AI Spectatorship?8
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
A Typology of Metagamers: Identifying Player Types Based on Beyond the Game Activities8
“The Sense of Wonder”: Gaming Capital and Nostalgia for Inexperience in Magic: The Gathering8
“A Crown is Warranted With Strength”: Bosses, Fantasy, and Democracy in Elden Ring8
I Play, Therefore I Think: Procedural Philosophy in Remedy Entertainment's Alan Wake 2 (2023)8
Returning to Azeroth: Nostalgia, Sense of Place, and Social Presence in World of Warcraft Classic8
Play and Misinformation: How America's Conspiracy Culture Became Gamified7
Understanding How Marginal National Video Game Industries Differ7
Streamers as Arts Educators: Exploring Their Streaming Approaches as Pedagogical Practices7
Virtual Heterotopias and the Contested Histories of Kowloon Walled City7
The Stupid, the Ridiculous, the Camp: How Goat Simulator's “Messy” Design Facilitates Queer Play7
Beyond the Game Itself: Understanding Authorial Intent, Player Agency, and Materiality as Degrees of Paratextuality7
Fantasies of Adequacy: Mythologies of Capital in Dark Souls6
Serious Games and Game Performance Before and During the Israel-Hamas War: The Case of Fact Finders and PeaceMaker6
The Problem of Memory in the Assassin's Creed Series (2007–2020)6
“I think I Get Why y’all do this Now”: Reckoning With Elden Ring 's Difficulty in an Online Affinity Space6
FORGE: A Framework for Organizing Rewards in Gamified Environments6
Finish—Spare the Shame: Realism of Hellish Quart and Alt-Sarmatian Ideology6
Metamodern Nature of Hideo Kojima's Death Stranding Synopsis and Gameplay5
A Conservative Metric of Power Creep5
MeetDurian: Can Location-Based Games be Used to Improve COVID-19 Hygiene Habits?5
Corrigendum to “It's Not a Game! Rules of Notice and Hermeneutics of Suspicion in Contemporary FMV Games”5
The Ones Who Walk Away from Hallownest: Hollow Knight's Radical Response to the Omelas Dilemma5
Exoplanetary Exploration and the End of the World in 22 Minutes: Philosofiction in Outer Wilds5
Peace in the Valley: A Media and Discourse Analysis of Eric Barone's Stardew Valley Through Utopian Theory5
Analog Simulation and the Indian Wars: Encountering the Other Through Board Wargames5
Taxonomy of Studies on the Use of Video Games in Entrepreneurship Education: A Systematic Literature Review with a Textometric Analysis5
The ‘First Person Shooter’ Perspective: A Different View on First Person Shooters, Gamification, and First Person Terrorist Propaganda5
Response: In and Out of the Game, as Usual4
Beyond Game Blocks: Adolescent Girl Players' Perspectives During COVID-194
Introduction: Reconsidering Paratext as a Received Concept4
The Business of Play: Financialization and Optimization in World of Warcraft4
Critical Nostalgia and the Utopian Impulse in UFO 504
The Table and the Tomb: Positioning Trans Power and Play Amid Fantasy Realism in Dungeons & Dragons4
Failing to See a Difference: Closing a Gender Gap in a Challenging Video Game4
“Go. Just take him.”: PTSD and the Player-Character Relationship in The Last of Us Part II4
“A Legend From Before You Were Born”: Final Fantasy VII, Folklore, and Popular Culture4
The Moral Service of Trans NPCs: Examining the Roles of Transgender Non-Player Characters in Role-Playing Video Games4
‘You Game Like a Girl’: Perceptions of Gender and Competence in Gaming3
The Beautiful Rule: Thinking the Aesthetics of Game Rules3
Gaming Capital on Overwatch's Official Forums3
Blockchain Potentials for the Game Industry: A Review3
Mutants and Zombies Everywhere! Or Villains, Violence, and Selfishness: Questions of Humanity in the Post-apocalyptic (Pandemic) Video Game3
Experience in Videogame Display: An Extension of the Matrix Model3
How Does Exposure to General and Sexual Harassment Relate to Female Gamers’ Coping Strategies and Mental Health?3
The Ground Floor Approach to Video Game Accessibility: Identifying Design Features Prioritized by Accessibility Reviews3
The Data-Driven Myth and the Deceptive Futurity of “the World’s Fastest Growing Games Region”: Selling the Southeast Asian Games Market via Game Analytics3
Thought Experiments in Video Games: Exploring the (Un)Ethics of Motherhood in Frictional Games’ Amnesia: Rebirth3
The Game-Like Experience of Virtual Reality Art: Sensational Players and Critical Audiences3
Gaming I, II, and III: Arcades, Video Game Systems, and Modern Game Streaming Services3
Translation Solutions in Professional Video Game Localization in Iran3
Playing with Character: A Framework of Characterization in Video Games3
“You’ve Been Living Here For as Long as You Can Remember”: Trauma in OMORI's Environmental Design3
Among the Casters: A Qualitative Study of Work and Play in Nottingham's Lead Belt3
Reshaping the Battlefield: The International Committee of the Red Cross, Video Games, and Public Relations3
The Doors of Perception: Horror Video Games and the Ideological Implications of Ludic Virtual Reality3
‘Born of the Blood, Made Men by the Blood, Undone by the Blood’: Bloodborne as a Critical Reflection of Ghosts of the Anthropocene3
How Accessible is This Video Game? An Analysis Tool in Two Steps3
Exploring the Etymology of YouXi: A Chinese Perspective on the Concept of Game3
0.18055200576782