| Anger, Fear, and Games: The Long Event of #GamerGate |
12 |
| A Sense of Belonging: Pokemon GO and Social Connectedness |
11 |
| Playing Subaltern: Video Games and Postcolonialism |
7 |
| Morality Play: A Model for Developing Games of Moral Expertise |
6 |
| Platform Studies' Epistemic Threshold |
5 |
| Designing Games for Moral Learning and Knowledge Building |
5 |
| Indie Dreams: Video Games, Creative Economy, and the Hyperindustrial Epoch |
4 |
| What Contributes to Success in MOBA Games? An Empirical Study of Defense of the Ancients 2 |
4 |
| Digital Conquerors: Minecraft and the Apologetics of Neoliberalism |
4 |
| The Entrepreneurial Gamer: Regendering the Order of Play |
3 |
| Group Sex as Play: Rules and Transgression in Shared Non-monogamy |
3 |
| Finding Time for Tabletop: Board Game Play and Parenting |
3 |
| Alibis for Adult Play: A Goffmanian Account of Escaping Embarrassment in Adult Play |
3 |
| The Case of This War of Mine: A Production Studies Perspective on Moral Game Design |
3 |
| The Phenomenology of the Other in Computer Game Worlds |
3 |
| A Critical Cultural History of Online Games in China, 1995-2015 |
3 |
| Playing a Better Me: How Players Rehearse Their Ethos via Moral Choices |
3 |
| Video Game Visions of Climate Futures: ARMA 3 and Implications for Games and Persuasion |
3 |
| Establishing Video Game Genres Using Data-Driven Modeling and Product Databases |
2 |
| Game-Inspired Design: Empirical Evidence in Support of Gameful Learning Environments |
2 |
| What an Eccentric Performance: Storytelling in Online Let's Plays |
2 |
| The Discourse of Digital Dispossession: Paid Modifications and Community Crisis on Steam |
2 |
| Game Jam as Feminist Methodology: The Affective Labors of Intervention in the Ludic Economy |
2 |
| Shooting to Kill: Headshots, Twitch Reflexes, and the Mechropolitics of Video Games |
2 |
| Friends With Benefits: Plausible Optimism and the Practice of Teabagging in Video Games |
2 |
| Methodology, Representation, and Games |
2 |
| Games With a Continuum: Globalization, Regionalization, and the Nation-State in the Development of China's Online Game Industry |
2 |
| The Rhythm of Game Interactions: Player Experience and Rhythm in Minecraft and Don't Starve |
2 |
| Newcomers in a Global Industry: Challenges of a Norwegian Game Company |
2 |
| There Is No Solution!: Wicked Problems in Digital Games |
2 |
| Avatar as Second Suit: Power and Participation in Virtual Work |
2 |
| Lost and Found and Lost Again: Island Utopias and Dystopias in the BioShock Series |
2 |
| Playing Cultural Memory: Framing History in Call of Duty: Black Ops and Czechoslovakia 38-89: Assassination |
2 |
| Building Worlds: A Connective Ethnography of Play in Minecraft |
2 |
| More than Collectors: Exploring Theorists', Hobbyists' and Everyday Players' Rhetoric in Adult Play With Character Toys |
2 |
| The End of Casual: Long Live Casual |
2 |
| Moving Beyond Churn: Barriers and Constraints to Playing a Social Network Game |
1 |
| Casual Games Before Casual Games: Historicizing Paper Puzzle Games in an Era of Digital Play |
1 |
| Investing Time for Your In-Game Boyfriends and BFFs: Time as Commodity and the Simulation of Emotional Labor in Mystic Messenger |
1 |
| Three Waves of Awkwardness: A Meta-Analysis of Sex in Game Studies |
1 |
| Race, Colonial History and National Identity: Resident Evil 5 as a Japanese Game |
1 |
| Writing Gamers: The Gendered Construction of Gamer Identity in Nintendo Power (1994-1999) |
1 |
| Video Games Set in the Middle Ages: Time Spans, Plots, and Genres |
1 |
| The Game of Politics: Examining the Role of Work, Play, and Subjectivity Formation in Papers, Please |
1 |
| Computer Game Fan Communities, Community Management, and Structures of Membership |
1 |
| Analyzing Moral Deliberation During Gameplay: Moral Foundations Theory as an Analytic Resource |
1 |
| Social and Cognitive Affordances of Two Depression-Themed Games |
1 |
| Accursed Play: The Economic Imaginary of Early Game Studies |
1 |
| Problematic Mobile Gameplay Among the World's Most Intense Players: A Modern Pandemic or Casual Recreational Pursuit? |
1 |
| Attitudes Toward Punishment and Rehabilitation as Perceived Through Playing a Prison Tycoon Game |
1 |