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 2021-04-01 to 2025-04-01.)
ArticleCitations
Resilient Values in Game Industry Formation: Institutional Perspective to the Finnish Context176
“Religious” and “Gamer”: Negotiating the Legitimacy of Video Games in a Muslim Context47
Conceptualizing the Roles of Involvement and Immersion in Persuasive Games25
Far Cry 5, American Right-Wing Terrorism, and Doomsday Prepper Culture25
Chippin’ In: An Analysis of the Criminological Concepts Within Cyberpunk 207721
Recentering Indigenous Epistemologies Through Digital Games: Sámi Perspectives on Nature in Rievssat (2018)18
Growing Pains in Esports Associationalism: Four Modes of National Esports Associational Development17
Disco Pinball: Declining Games and Depression in Disco Elysium17
An “Alternative to the Pen”? Perspectives for the Design of Historiographical Videogames16
Space Rednecks, Robot Butlers, and Feline Foreigners: Language Attitudes Toward Varieties of English in Videogames16
“Fear the Old Blood”: The Gothicism of Bloodborne13
Gaming for Ecological Activism: A Multidimensional Model for Networks Articulated Through Video Games13
Developer Credit: Para-Industrial Hierarchies of In-Game Credit Attribution in the Video Game Industry12
Livestreaming History: The Streamer-Historian and Historical Games Outreach12
“A Little Bit Like Psychological Torture”: A Grounded Theory of the Sociocultural Challenges Surrounding Expertise Development in an Emerging Esports Ecosystem12
Critical Protocols in Indigenous Gamespace12
Hello, Worlds: A Ludic Theory of Cognition11
Creative, Technical, Entrepreneurial: Formative Tensions in Game Development Higher Education11
Mask of the Translator: Walter Benjamin and Metal Gear Solid’s Difficult Relationship with Localization11
Morality Meters and Their Impacts on Moral Choices in Videogames: A Qualitative Study11
Machina ex Dea, Dea ex Machina: Gaia/GAIA/All-Mother and Lugones’ “World”—Traveling in Horizon Zero Dawn (2017)10
“Beyond Their Actual Limits”: Immersion, Interactivity, and the Virtual Sublime in Burke and Video Games10
Just Fun and Games? A Sociological Consideration of Fun in Video Games10
Horror Video Games and the “Active-Passive” Debate9
Engagement With the Gurus of Gaming Culture: Parasocial Relationships to Let’s Players9
Uses and Gratifications of Biophilic Simulation Games9
Social Realism in Red Orchestra 2 (2011)9
Institutionalized Aesthetics: Video Games and the Contemporary Art Gallery9
“A Definition of Enchantment”: A New Approach to the Analysis of Magic Systems in Fantasy Games9
The Practice of Oldhammer: Re-Membering a Past Through Craft and Play8
Heroes and Hooligans: The Heterogeneity of Video Game Modders8
Virtual Allies: Why Allyship is Critical to Diversification of Virtual Reality Gaming?8
“More Than Just Playing a Character”: Gender Exploration and Expression in Avatar Customization8
Level Design Processes and Challenges: A Cross Section of Game Development7
Profiles, Perceptions, and Experiences of Video Game Translators7
Dungeons, Dragons, and Rogues: How Picaresque Literature Shaped the Thief Class in Dungeons & Dragons7
FORGE: A Framework for Organizing Rewards in Gamified Environments7
Last Man Standing: Battle Royale Games Through the Lens of Self-Determination Theory7
Rescripting of the Genre Through Greek Mythology in Hades7
“You Took That From Me”: Conspiracism and Online Harassment in the Alt-Fandom of The Last of Us Part II7
Becoming Bayek: Blackness, Egypt, and Identity in Assassin's Creed: Origins7
Dynamic Music Video: Categorizing the Convergence of Video Games and Music Videos7
High Fantasy RPGs and the Materiality of the Medieval Book6
Erratum6
Survey on Localization From the Development Perspective6
Symbolic Violence in the Language of Game Descriptions of Blackness: The Case of Pathfinder6
The Ones Who Walk Away from Hallownest: Hollow Knight's Radical Response to the Omelas Dilemma6
Metamodern Nature of Hideo Kojima's Death Stranding Synopsis and Gameplay6
Towards Sovereign Games6
Broken Games and the Perpetual Update Culture: Revising Failure With Ubisoft’s Assassin’s Creed Unity5
The Problem of Memory in the Assassin's Creed Series (2007–2020)5
Playing With Needles: Technology, Gender and Playful Participation in Online Knitting Communities5
The Moral Service of Trans NPCs: Examining the Roles of Transgender Non-Player Characters in Role-Playing Video Games5
The Revival of the White Whale: Kojima’s The Phantom Pain and Death Stranding against Melville’s Moby-Dick5
Background Checks: Disentangling Class, Race, and Gender in CRPG Character Creators5
Identifying Playfulness: An Empirical Study on How Adults Recognize and Define Playfulness Across Culture5
Ludic Mechanics, Psychic Mechanisms and Explorations of “Inner Space” in Mindwheel and Psychonauts5
The ‘First Person Shooter’ Perspective: A Different View on First Person Shooters, Gamification, and First Person Terrorist Propaganda5
Reconstructing History and Culture in Game Discourse: A Linguistic Analysis of Heroic Stories in Honor of Kings5
In Defense of Imagination: Canadian Youth Culture and the Dungeons & Dragons Panic in Canada, 1980–19955
Meditations on a Rubber Chicken: An Affective-Cultural Analysis of Monkey Island and Lucasfilm Games’ Humorous Puzzles4
Why and How to Define Educational Video Games?4
Eroticism and Design Workshops in Game Interfaces: Exploring a Mobile Otome Game for Chinese Women4
Machphrasis: Towards a Poetics of Video Games in Contemporary Literary Culture4
Identification of Memorable Game Experiences: Analysis of Escape Rooms Visitors’ Experiences4
The Technological Mediation of Collective Memory Through Historical Video Games4
Videogames as an ‘Unheroic’ Medium: The Child Hero's Journey4
It's Not a Game! Rules of Notice and Hermeneutics of Suspicion in Contemporary FMV Games4
Virtual Empire: Performing Colonialism in the MMORPG Runescape3
Playing Through the Pandemic: Gaming Usage as a Buffer During COVID-193
Problematic Gaming at a Crossroad: Exploring the Interplay Between Internet Gaming Disorder, Toxic Attitudes, and Empathy in Digital Entertainment3
‘It's Just Not Safe’: Gender-Based Harassment and Toxicity Experiences of Women in Esports3
Is Death Only the Beginning? How People Mourn Artificial Characters in Social Media3
Aesthetics, Engagement, and Narration: Temporal Constraint as an Articulator of Ludo-Narrative Time3
The Significance and Complexities of Anti-Corporate Gamer Activism: Struggles Against the Exploitation and Control of Game-Worlds in 2000s China3
“Protecting our female gaze rights”: Chinese Female Gamers’ and Game Producers’ Negotiations with Government Restrictions on Erotic Material3
Stochastic Process Approaches for Modeling of Games3
The Show, the Game, and the Old Gods: On the Ontological Reframing and the Fiction/Real Boundary3
Peace in the Valley: A Media and Discourse Analysis of Eric Barone's Stardew Valley Through Utopian Theory3
A Conservative Metric of Power Creep3
Undertale’s Loveable Monsters: Investigating Parasocial Relationships with Non-Player Characters3
Games for the Pluriverse: Exploring the Use, Opportunities, and Problems of Drawing from Local Cultural Heritage in Video Games3
Exoplanetary Exploration and the End of the World in 22 Minutes: Philosofiction in Outer Wilds3
What are the Drivers, Barriers, Mechanisms, and Anchors of cross-industry cooperation? The Perspective of the Video Game Industry Ecosystem3
Exploring Player Understandings of Historical Accuracy and Historical Authenticity in Video Games3
0.060267925262451