A representative sample of players of a popular massively multiplayer online game (World of Warcraft) was interviewed to map out the social dynamics of guilds. An initial survey and network mapping of players and guilds helped form a baseline. Next, the resulting interview transcripts were reviewed to explore player behaviors, attitudes, and opinions; the meanings…
Games and Culture Template
Write in a clean editor, then format for Games and Culture in one click — DocuGuru applies the official SAGE template with author–year references and exports a submission-ready PDF plus the editable LaTeX source. Free to start.
About the Games and Culture format
Games and Culture is a peer-reviewed journal published by SAGE, covering Digital Games and Media, Educational Games and Gamification, Impact of Technology on Adolescents.
| Publisher | SAGE |
|---|---|
| Reference style | Author–year (Harvard) Author–year — (Smith, 2023) in the text Smith, A., Jones, B. and Lee, C. (2023) 'A representative article title', Games and Culture, 12(3), pp. 45–58.
Formats any DOI in Games and Culture style. No sign-up. |
| Publishes research in | Digital Games and Media Educational Games and Gamification Impact of Technology on Adolescents Cinema and Media Studies Artificial Intelligence in Games |
| ISSN | 1555-4120 |
| Citation impact (2-yr) | 2.15 |
| h-index | 81 |
| i10-index | 464 |
| Total citations | 27,286 |
| Top institutions publishing here | Concordia University |
| Journal website | gac.sagepub.com |
| You get | A submission-ready PDF and the editable LaTeX source — ready to submit. |
Papers published in Games and Culture per year
Citation impact of Games and Culture by publication year
Citations each year’s papers have accumulated so far — the most recent years are still building up.
Most-cited papers in Games and Culture
This article presents an overview of what we know about two perspectives, coined instructionist and constructionist, to games for learning. The instructionists, accustomed to thinking in terms of making instructional educational materials, turn naturally to the concept of designing instructional games. Far fewer people have sought to turn the tables: by making games for learning…
Serious games use instructional and video game elements for nonentertainment purposes. Serious games attempt to create instructionally sound and relevant learning experiences for a wide variety of audiences and industries. The author contends that for serious games to be effective, instructional designers and video game designers need to understand how the game characteristics, competition and…
Games have intruded into popular, academic, and policy-maker awareness to an unprecedented level, and this creates new opportunities for advancing our understanding of the relationship of games to society. The author offers a new approach to games that stresses them as characterized by process. Games, the author argues, are domains of contrived contingency, capable of…
Games are created through the act of gameplay, which is contingent on player acts. However, to understand gameplay, we must also investigate contexts, justifications, and limitations. Cheating can be an excellent path into studying the gameplay situation, because it lays bare player’s frustrations and limitations. It points to ludic hopes and activities, and it causes…