# | Title | Journal | Year | Citations |
---|
1 | From Tree House to Barracks | Games and Culture | 2006 | 507 |
2 | Playing and Making Games for Learning | Games and Culture | 2006 | 403 |
3 | From Edutainment to Serious Games: A Change in the Use of Game Characteristics | Games and Culture | 2010 | 304 |
4 | The Labor of Fun | Games and Culture | 2006 | 276 |
5 | Beyond Play | Games and Culture | 2007 | 253 |
6 | There is No Magic Circle | Games and Culture | 2009 | 201 |
7 | What Is Video Game Culture? Cultural Studies and Game Studies | Games and Culture | 2010 | 195 |
8 | Building an MMO With Mass Appeal | Games and Culture | 2006 | 192 |
9 | Playful Identities, or the Ludification of Culture | Games and Culture | 2006 | 184 |
10 | Never Too Old to Play: The Appeal of Digital Games to an Older Audience | Games and Culture | 2011 | 173 |
11 | Esports Research: A Literature Review | Games and Culture | 2020 | 159 |
12 | On the Digital Playing Field | Games and Culture | 2012 | 158 |
13 | Of Mods and Modders | Games and Culture | 2007 | 153 |
14 | The Assemblage of Play | Games and Culture | 2009 | 146 |
15 | Anger, Fear, and Games: The Long Event of #GamerGate | Games and Culture | 2018 | 145 |
16 | Shallow Gamification | Games and Culture | 2015 | 142 |
17 | Video Games and Embodiment | Games and Culture | 2008 | 141 |
18 | Game Classification and Game Design | Games and Culture | 2007 | 140 |
19 | The Truth About Baby Boomer Gamers | Games and Culture | 2008 | 134 |
20 | Not a Hater, Just Keepin' It Real | Games and Culture | 2006 | 132 |
21 | “I Can Defend Myself” | Games and Culture | 2017 | 129 |
22 | Can Serious Games Contribute to Developing and Sustaining 21st Century Skills? | Games and Culture | 2015 | 127 |
23 | The Mangle of Play | Games and Culture | 2006 | 122 |
24 | Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being | Games and Culture | 2022 | 120 |
25 | Communication, Coordination, and Camaraderie in World of Warcraft | Games and Culture | 2009 | 119 |
26 | At Least Nine Ways to Play: Approaching Gamer Mentalities | Games and Culture | 2011 | 118 |
27 | Parlaying Value | Games and Culture | 2006 | 114 |
28 | Making Computer Games and Design Thinking | Games and Culture | 2008 | 110 |
29 | Your Second Selves | Games and Culture | 2010 | 106 |
30 | Results From a Controlled Study of the iPad Fractions Game Motion Math | Games and Culture | 2013 | 104 |
31 | Games for Persuasion | Games and Culture | 2013 | 102 |
32 | On the Research Value of Large Games | Games and Culture | 2006 | 95 |
33 | Does WoW Change Everything? | Games and Culture | 2006 | 95 |
34 | Digital Game Involvement | Games and Culture | 2007 | 93 |
35 | Experts at Play | Games and Culture | 2009 | 91 |
36 | Behind the Avatar: The Patterns, Practices, and Functions of Role Playing in MMOs | Games and Culture | 2011 | 88 |
37 | Digital Games and Escapism | Games and Culture | 2010 | 87 |
38 | “Just Like the Qing Empire” | Games and Culture | 2008 | 86 |
39 | Stand by Your Man | Games and Culture | 2015 | 86 |
40 | Why Game (Culture) Studies Now? | Games and Culture | 2006 | 82 |
41 | The Play of Imagination | Games and Culture | 2007 | 82 |
42 | Putting the Gay in Games | Games and Culture | 2009 | 82 |
43 | Beyond Entertainment | Games and Culture | 2016 | 82 |
44 | The Game Definition Game | Games and Culture | 2017 | 82 |
45 | Blackless Fantasy | Games and Culture | 2009 | 81 |
46 | Virtual Warfare | Games and Culture | 2017 | 79 |
47 | CryptoKitties and the New Ludic Economy: How Blockchain Introduces Value, Ownership, and Scarcity in Digital Gaming | Games and Culture | 2021 | 79 |
48 | Hybrid Reality Games Reframed | Games and Culture | 2006 | 77 |
49 | A Sense of Belonging: Pokémon GO and Social Connectedness | Games and Culture | 2019 | 77 |
50 | Productive Play | Games and Culture | 2006 | 76 |