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
Machina ex Dea, Dea ex Machina: Gaia/GAIA/All-Mother and Lugones’ “World”—Traveling in Horizon Zero Dawn (2017)25
Horror Video Games and the “Active-Passive” Debate25
The Practice of Oldhammer: Re-Membering a Past Through Craft and Play19
Erratum17
Survey on Localization From the Development Perspective17
Mask of the Translator: Walter Benjamin and Metal Gear Solid’s Difficult Relationship with Localization15
“A Definition of Enchantment”: A New Approach to the Analysis of Magic Systems in Fantasy Games15
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
“Fear the Old Blood”: The Gothicism of Bloodborne14
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
Esports Cannot Defeat Homophobia With Capitalism13
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
Problematic Gaming at a Crossroad: Exploring the Interplay Between Internet Gaming Disorder, Toxic Attitudes, and Empathy in Digital Entertainment11
“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
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
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
Czech Appeal: Why and How National Game Productions Use Local Themes and Settings9
“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
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
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
Play and Misinformation: How America's Conspiracy Culture Became Gamified7
Understanding How Marginal National Video Game Industries Differ7
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
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 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
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
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
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
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
How Accessible is This Video Game? An Analysis Tool in Two Steps3
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
Exploring the Etymology of YouXi: A Chinese Perspective on the Concept of Game3
‘You Game Like a Girl’: Perceptions of Gender and Competence in Gaming3
The Beautiful Rule: Thinking the Aesthetics of Game Rules3
How Does Exposure to General and Sexual Harassment Relate to Female Gamers’ Coping Strategies and Mental Health?3
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
The Ground Floor Approach to Video Game Accessibility: Identifying Design Features Prioritized by Accessibility Reviews3
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