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 2022-06-01 to 2026-06-01.)
ArticleCitations
Erratum129
High Fantasy RPGs and the Materiality of the Medieval Book41
Machina ex Dea, Dea ex Machina: Gaia/GAIA/All-Mother and Lugones’ “World”—Traveling in Horizon Zero Dawn (2017)40
Virtual Allies: Why Allyship is Critical to Diversification of Virtual Reality Gaming?30
Social Realism in Red Orchestra 2 (2011)26
Survey on Localization From the Development Perspective26
Livestreaming History: The Streamer-Historian and Historical Games Outreach25
Identifying Playfulness: An Empirical Study on How Adults Recognize and Define Playfulness Across Culture22
Uses and Gratifications of Biophilic Simulation Games21
“Fear the Old Blood”: The Gothicism of Bloodborne21
Nietzschean Self-Overcoming as Self-Annihilation: The Limits of Intelligibility in Bloodborne and Lovecraft21
“A Definition of Enchantment”: A New Approach to the Analysis of Magic Systems in Fantasy Games18
Esports Cannot Defeat Homophobia With Capitalism16
Problematic Gaming at a Crossroad: Exploring the Interplay Between Internet Gaming Disorder, Toxic Attitudes, and Empathy in Digital Entertainment15
Identification of Memorable Game Experiences: Analysis of Escape Rooms Visitors’ Experiences15
To the Center of Nowhere: Deep Mapping Digital Games’ Paratextual Geographies14
“As if Possessed by a Demon”: Subjectivity, Possession, and Undeadness in Metal Gear Solid14
Esports as a Cultural Microcosm for Studying Psycholinguistics14
Teaching Game Development at Universities: A Systematic Literature Review of Educational Practices for Multidisciplinary Industrial Demands14
Czech Appeal: Why and How National Game Productions Use Local Themes and Settings13
Hey, You ! The Importance of Pragmatics in Localizations of Mass Effect in French and Spanish13
The Rise of Gaming Nations13
Emotions in Game Data Work13
Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives13
The MTGO Virtual Economy: A Case Study on a “Play-to-Earn” Game That has Existed Since Before Cryptocurrency Was Even Invented12
Perceived Foolishness: How Does the Saltybet Community Construct AI vs AI Spectatorship?12
“We're All Mad Here!”: Becoming God in Bloodborne12
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
Return to the Pre-Modern: Mechanics Archeology of Fulu in Video Games11
Mending the Broken World, Rebuilding the Community—On Positive Biopolitics in Digital Games10
Geopolitical Implications of E-Sports10
Understanding Hopepunk Games: Combining Theories of Hope, Hauntology, and Utopia10
“A Crown is Warranted With Strength”: Bosses, Fantasy, and Democracy in Elden Ring9
A Typology of Metagamers: Identifying Player Types Based on Beyond the Game Activities9
The Stupid, the Ridiculous, the Camp: How Goat Simulator's “Messy” Design Facilitates Queer Play9
“The Sense of Wonder”: Gaming Capital and Nostalgia for Inexperience in Magic: The Gathering9
“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
Beyond the Game Itself: Understanding Authorial Intent, Player Agency, and Materiality as Degrees of Paratextuality8
I Play, Therefore I Think: Procedural Philosophy in Remedy Entertainment's Alan Wake 2 (2023)8
Virtual Heterotopias and the Contested Histories of Kowloon Walled City8
Understanding How Marginal National Video Game Industries Differ7
Finish—Spare the Shame: Realism of Hellish Quart and Alt-Sarmatian Ideology7
Play and Misinformation: How America's Conspiracy Culture Became Gamified7
Serious Games and Game Performance Before and During the Israel-Hamas War: The Case of Fact Finders and PeaceMaker7
Fantasies of Adequacy: Mythologies of Capital in Dark Souls7
Cozy Ecogames6
Metamodern Nature of Hideo Kojima's Death Stranding Synopsis and Gameplay6
The ‘First Person Shooter’ Perspective: A Different View on First Person Shooters, Gamification, and First Person Terrorist Propaganda6
The Problem of Memory in the Assassin's Creed Series (2007–2020)6
Algorithmic Uncertainties in Video Game Forests6
A Seeming Change: Quasimorph and the Critique of Anarcho-Capitalism6
Taxonomy of Studies on the Use of Video Games in Entrepreneurship Education: A Systematic Literature Review with a Textometric Analysis6
The Ones Who Walk Away from Hallownest: Hollow Knight 's Radical Response to the Omelas Dilemma6
FORGE: A Framework for Organizing Rewards in Gamified Environments6
Peace in the Valley: A Media and Discourse Analysis of Eric Barone's Stardew Valley Through Utopian Theory6
Critical Nostalgia and the Utopian Impulse in UFO 505
Reshaping the Battlefield: The International Committee of the Red Cross, Video Games, and Public Relations5
Analog Simulation and the Indian Wars: Encountering the Other Through Board Wargames5
“Go. Just take him.”: PTSD and the Player-Character Relationship in The Last of Us Part II5
Character-Driven Storytelling Design for Digital Games: A Scoping Review5
Failing to See a Difference: Closing a Gender Gap in a Challenging Video Game5
Corrigendum to “It's Not a Game! Rules of Notice and Hermeneutics of Suspicion in Contemporary FMV Games”5
The Business of Play: Financialization and Optimization in World of Warcraft5
Exoplanetary Exploration and the End of the World in 22 Minutes: Philosofiction in Outer Wilds5
“A Legend From Before You Were Born”: Final Fantasy VII , Folklore, and Popular Culture5
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
Introduction: Reconsidering Paratext as a Received Concept5
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