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Games and Culture, Volume 20
Volume 20, Number 1, 2025
- Orrin Eric Lincoln Mackay

, Catherine Anne Roberts
:
Peace in the Valley: A Media and Discourse Analysis of Eric Barone's Stardew Valley Through Utopian Theory. 3-19 - Simon Radchenko

:
Metamodern Nature of Hideo Kojima's Death Stranding Synopsis and Gameplay. 20-37 - Juho Kahila

, Teemu Valtonen, Sonsoles López-Pernas
, Mohammed Saqr
, Henriikka Vartiainen, Sanni Kahila, Matti Tedre:
A Typology of Metagamers: Identifying Player Types Based on Beyond the Game Activities. 38-58 - Natalie J. Swain

:
Machina ex Dea, Dea ex Machina: Gaia/GAIA/All-Mother and Lugones' "World" - Traveling in Horizon Zero Dawn (2017). 59-76 - Sercan Sengün

, João M. Santos
, Joni Salminen, Milica Milenkovic, Bernard J. Jansen:
Is Death Only the Beginning? How People Mourn Artificial Characters in Social Media. 77-124 - Marek Nowacki

, Andrzej Stasiak
:
Identification of Memorable Game Experiences: Analysis of Escape Rooms Visitors' Experiences. 125-147
Volume 20, Number 2, 2025
- Daniel Dooghan

:
Fantasies of Adequacy: Mythologies of Capital in Dark Souls. 151-170 - Henry Korkeila

, Steven Dashiell
, J. Tuomas Harviainen:
Gaming Capital on Overwatch's Official Forums. 171-189 - Mirela Jaskowiec

, Malgorzata Kowalska-Chrzanowska
:
The Use of Games in Citizen Science Based on Findings from the EyeWire User Study. 190-213 - Alena Cicholewski

:
Challenging Heroic Narratives of Polar Exploration in Indie Video Games. 214-230 - Eduardo H. Luersen

, Julieth Paula
:
Exoplanetary Exploration and the End of the World in 22 Minutes: Philosofiction in Outer Wilds. 231-254 - Justin A. Bortnick

:
Play and Misinformation: How America's Conspiracy Culture Became Gamified. 255-274
Volume 20, Number 3, 2025
- Johnathan Harrington

:
Let's Meetup? Board Game Communities in Hong Kong. 279-297 - Robson Scarassati Bello

:
The Problem of Memory in the Assassin's Creed Series (2007-2020). 298-315 - Bradley Robinson

, André Czauderna
, Sam von Gillern:
"I think I Get Why y'all do this Now": Reckoning With Elden Ring 's Difficulty in an Online Affinity Space. 316-334 - PS Berge

:
The Table and the Tomb: Positioning Trans Power and Play Amid Fantasy Realism in Dungeons & Dragons. 335-354 - Tushya Sachan

, Dinesh Chhabra, Betina Abraham
:
Social Networking or Social Isolation? A Systematic Review on Socio-Relational Outcomes for Members of Online Gaming Communities. 355-383 - Yansheng Liu

:
The Proteus Effect: Overview, Reflection, and Recommendations. 384-400
Volume 20, Number 4, 2025
- Ömer Faruk Cengiz

, Kemal Ataman:
"Religious" and "Gamer": Negotiating the Legitimacy of Video Games in a Muslim Context. 403-418 - Kyle McPhail

:
Reflecting on Celeste : Abstracting Trans Representation. 419-437 - Vítor Blanco-Fernández

, Jose A. Moreno:
"Video Games Were My First Safe Space": Queer Gaming in the Animal Crossing New Horizons LGBTIQA+ Community. 438-458 - Cristian Parra Bravo

:
Aesthetics, Engagement, and Narration: Temporal Constraint as an Articulator of Ludo-Narrative Time. 459-476 - Stefania Matei

:
The Technological Mediation of Collective Memory Through Historical Video Games. 477-498 - Danielle F. Deavours

:
Virtual Allies: Why Allyship is Critical to Diversification of Virtual Reality Gaming? 499-518
Volume 20, Number 5, 2025
- Tianming Cao

, Hongya Zhou
, Anqi Feng:
Becoming a Xia: Constructing Cultural Identity in the History of Wuxia Games in China. 523-564 - Carl Harrington

:
Experience in Videogame Display: An Extension of the Matrix Model. 565-582 - Sarah Freye

:
Ecocritical Agency in I Was a Teenage Exocolonist. 583-591 - Tomasz Z. Majkowski

, Magdalena Kozyra, Aleksandra Prokopek
:
Finish - Spare the Shame: Realism of Hellish Quart and Alt-Sarmatian Ideology. 592-612 - Lasse Juel Larsen

, Bo Kampmann Walther
:
Fear of Monsters: Toward an Understanding of the Threat of the Computational Monster Read Through the Theoretical Lens of Game-Play. 613-632 - Enrico Gandolfi

, Richard E. Ferdig
, Karlie Krause, Amy Copus, Sarah Ostrowski-Delahanty, Sonia Alemagno:
Problematic Gaming at a Crossroad: Exploring the Interplay Between Internet Gaming Disorder, Toxic Attitudes, and Empathy in Digital Entertainment. 633-656 - Bard Swallow

:
High Fantasy RPGs and the Materiality of the Medieval Book. 657-668
Volume 20, Number 6, 2025
- Xiaochun Zhang

, Huawei Song:
The Mukokuseki Strategy and the Application of Pivot Translation in the Localization of Japanese Games. 671-688 - Prema Arasu

:
Lovecraftian Games: The Afterlife of Cthulhu on Valve's Steam Client. 689-707 - Alexander Stainton, Seán G. Roberts, Stephanie Rennick

:
Hey, You ! The Importance of Pragmatics in Localizations of Mass Effect in French and Spanish. 708-725 - Lawrence May

, Ben Hall:
From Aesthetics to Asymmetry: Contradictions of Ecological Play in Cities: Skylines. 726-747 - Sky LaRell Anderson

:
The Ground Floor Approach to Video Game Accessibility: Identifying Design Features Prioritized by Accessibility Reviews. 748-759 - Golshid Jaferian

, Darya Ramezani
, Michael G. Wagner:
Blockchain Potentials for the Game Industry: A Review. 760-786 - Fatima Lopez Naranjo

, Miguel A. Maldonado
, Esther Cuadrado
, Manuel Moyano:
Video Games Interventions to Reduce Radicalization and Violent Extremism in Young People: A Systematic Review. 787-812
Volume 20, Number 7, 2025
- Amir Arsalan Zoraqi

, Mohsen Kafi:
Profiles, Perceptions, and Experiences of Video Game Translators. 815-836 - Cornel Nesseler

, Viktor Shtrum:
War and Esport: The Russian Invasions Impact on the Performance of Ukrainian and Russian Professional Players. 837-855 - Leland Masek

:
Identifying Playfulness: An Empirical Study on How Adults Recognize and Define Playfulness Across Culture. 856-877 - Michal Mochocki

, Stanislaw Krawczyk
, Aleksandra Mochocka
:
Polish History up to 1795 in Polish Games and Game Studies. 878-897 - Steven Kielich

, Chris Hall
:
"As if Possessed by a Demon": Subjectivity, Possession, and Undeadness in Metal Gear Solid. 898-915 - Angelo Maria Andriano

:
Enjoying the Uncertainty. How Dark Souls Performs Incompleteness Through Narrative, Level Design and Gameplay. 916-933 - John Dah

, Norhayati Hussin
, Muhamad Khairulnizam Zaini, Linda Isaac Helda, Divine Senanu Ametefe
, Abdulmalik Adozuka Aliu:
Gamification is not Working: Why? 934-957
Volume 20, Number 8, 2025
- Gorm Lai

, Ilaria Vecchi:
Formal Constraints and Creativity: Connecting Game Jams, Dogma '95, the Demo Scene, OuBaPo, and Renga poets. 963-983 - Rory Summerley

, Brian McDonald:
Perceived Foolishness: How Does the Saltybet Community Construct AI vs AI Spectatorship? 984-1029 - Michal Klosinski

:
Mapping Game Biopolitics. 1030-1049 - Kyle W. Medlock

:
"The Sense of Wonder": Gaming Capital and Nostalgia for Inexperience in Magic: The Gathering. 1050-1071 - Lina Eklund

, Renard Gluzman
, Kristine Jørgensen
, Fares Kayali, Elina Roinioti
, Vered Pnueli:
Games for the Pluriverse: Exploring the Use, Opportunities, and Problems of Drawing from Local Cultural Heritage in Video Games. 1072-1095

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