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Games and Culture

Research17 reports · 25 articles

SAGE journal for the cultural, social and humanities study of games. Only its open-access articles are included.

Documents

Cover of Playing with Character: A Framework of Characterization in Video Games
Whitepaper33 pages

Playing with Character: A Framework of Characterization in Video Games

Characterization in video games functions as a complex, multi-layered process that transcends traditional literary analysis by integrating interactive, player-driven dynamics.

Games and CultureJun 2023
Cover of Reviewing the Emerging Literature on Video Gaming and Psychological Well-Being of Sexual and Gender Diverse Youth
Whitepaper21 pages

Reviewing the Emerging Literature on Video Gaming and Psychological Well-Being of Sexual and Gender Diverse Youth

Video games serve as a critical, multifaceted environment for sexual and gender diverse youth (SGDY), functioning as both a sanctuary for identity exploration and a potential site of psychological distress.

  • Video games serve as a critical environment for sexual and gender diverse youth (SGDY) to explore identity, build community, and access support systems often unavailable in their physical lives.
  • Avatars function as essential tools for gender affirmation and personal experimentation, demonstrating the therapeutic potential of interactive media for this demographic.
  • The gaming experience for SGDY is frequently undermined by systemic issues including pervasive online harassment, exclusionary game mechanics, and the risks associated with maladaptive escapism.
Games and CultureJun 2023
Cover of Making Complexity Measurable in Practice: A Formal Analysis of Gamble-Play Media
Whitepaper54 pages

Making Complexity Measurable in Practice: A Formal Analysis of Gamble-Play Media

The convergence of video games and gambling represents a significant shift in digital entertainment, necessitating a move away from binary regulatory definitions toward a more nuanced, systemic understanding of design.

Games and CultureMay 2023
Cover of “Community” in Video Game Communities
Article

“Community” in Video Game Communities

Video game communities function as hybrid, multi-sited environments that bridge the gap between traditional face-to-face socialization and digital connectivity.

Games and CultureJan 2023
Cover of The Orc: Playing the Wholly Other
Whitepaper46 pages

The Orc: Playing the Wholly Other

World of Warcraft serves as a critical site for re-evaluating Kantian aesthetics within the context of digital interaction.

Games and CultureDec 2022
Cover of Remediating Video Games in Contemporary Fiction: Literary Form and Intermedial Transfer
Article

Remediating Video Games in Contemporary Fiction: Literary Form and Intermedial Transfer

Contemporary literature is undergoing a significant formal evolution as authors increasingly integrate the structural mechanics of video games into their narratives.

Games and CultureAug 2022
Cover of Enjoying My Time in the Animus: A Quantitative Survey on Perceived Realism and Enjoyment of Historical Video Games
Whitepaper35 pages

Enjoying My Time in the Animus: A Quantitative Survey on Perceived Realism and Enjoyment of Historical Video Games

Historical video games rely on a complex, multidimensional framework of perceived realism to drive player satisfaction, moving well beyond the traditional focus on historical accuracy.

  • Perceptual pervasiveness and character involvement are the primary drivers of player enjoyment, accounting for over 27% of the variance in satisfaction levels when combined with freedom of choice, simulational realism, and player age.
  • Historical accuracy is not a statistically significant predictor of player satisfaction, suggesting developers should prioritize immersive and narrative-driven elements over binary debates regarding historical fidelity.
  • Social realism is perceived by players as the most prominent feature of historical games, yet it holds no statistical significance in predicting overall player enjoyment.
Games and CultureAug 2022
Cover of Monsters: Investigating Parasocial Relationships with Non-Player Characters
Article

Monsters: Investigating Parasocial Relationships with Non-Player Characters

The video game Undertale serves as a critical case study for understanding how interactive media fosters deep parasocial relationships between players and non-player characters.

  • Players form meaningful, multifaceted parasocial bonds with virtual entities when game mechanics and narrative systems are tightly integrated to foster reciprocal-feeling engagement.
  • The quality of player-character relationships is fundamentally determined by the game's structural design, which can function as a system of either coercion or collaboration.
  • Reactive world states that respond to player choices between violence and empathy are the primary drivers for establishing deep emotional connections with non-player characters.
Games and CultureMay 2022
Cover of Becoming a Gamer: Performative Construction of Gendered Gamer Identities
Article

Becoming a Gamer: Performative Construction of Gendered Gamer Identities

The Finnish gaming industry functions as a site of performative identity construction where gendered norms are continuously negotiated against a backdrop of hegemonic, masculine-coded discourse.

  • The gaming industry maintains a rigid hierarchy that privileges competitive, hardcore gaming while systematically devaluing casual play as feminized.
  • Women in the professional gaming sector face a double bind where they must either adopt masculine standards to gain legitimacy or risk harassment and professional exclusion.
  • Many women navigate industry barriers by reframing technical engagement as a creative and social pursuit, effectively challenging the traditional 'nerd' archetype.
Games and CultureSep 2021
Cover of Heroes and Hooligans: The Heterogeneity of Video Game Modders
Whitepaper26 pages

Heroes and Hooligans: The Heterogeneity of Video Game Modders

Video game modding functions as a complex, multifaceted subculture that defies simplistic categorization as either purely beneficial or inherently malicious.

  • The video game industry incorrectly categorizes modders as a homogeneous group of antagonists, failing to distinguish between creative, pro-social contributors and malicious actors.
  • Broad, punitive vendor policies that fail to differentiate between beneficial modding and genuine cheating often alienate the player base and foster unnecessary hostility.
  • Modding motivations are diverse, ranging from technical bug fixes and game enhancements to defensive reactions against perceived unfair vendor practices or toxic environments.
Games and CultureJun 2021
Cover of Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being
Article

Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being

Video games served as a critical psychological resource during the COVID-19 pandemic, functioning as a primary mechanism for maintaining mental health and social stability during periods of global isolation.

  • During the COVID-19 pandemic, 71 percent of the 781 surveyed individuals increased their video game consumption to manage stress and maintain mental health.
  • Positive mental health outcomes, such as cognitive stimulation and escapism, were reported ten times more frequently than negative impacts related to productivity.
  • Gaming served as a critical psychological resource by satisfying fundamental human needs for competence, autonomy, and social connection during periods of isolation.
Games and CultureMay 2021
Cover of Ruins of Excess: Computer Game Images and the Rendering of Technological Obsolescence
Article

Ruins of Excess: Computer Game Images and the Rendering of Technological Obsolescence

Digital games increasingly utilize hyper-realistic aesthetics of decay and destruction to construct immersive environments, yet these virtual ruins serve as a profound metaphor for the industry’s own cycle of technological obsolescence.

Games and CultureApr 2021

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