
Academic Journal
Q1Games and Culture
About Games and Culture
Games and Culture is a scholarly journal published by SAGE Publications Inc.. SCImago 2025 lists it in Q1, with an SJR of 0.946 and H-index of 70.
Coverage: 2006-2026. Research categories: Anthropology (Q1); Arts and Humanities (miscellaneous) (Q1); Communication (Q1); Cultural Studies (Q1); Applied Psychology (Q2); Human-Computer Interaction (Q2).
Source-backed journal facts
Topics in published research
Digital Games and Media; Educational Games and Gamification; Impact of Technology on Adolescents; Cinema and Media Studies; Artificial Intelligence in Games; Gender, Feminism, and Media.
OpenAlex classifies topics from published works. These topics are not the publisher’s official aims and scope.
Reported open-access list prices
3,650.00 USD; 2,676.00 GBP
APC list prices reported by OpenAlex, which obtains this information from DOAJ. Confirm current charges, taxes, waivers and eligibility with the publisher; this is not a fee quotation.
Source: OpenAlex source record. Retrieved 2026-10-03. Source record updated 2026-10-02. OpenAlex metrics are different from SCImago metrics and the Clarivate Journal Impact Factor.
Journal Metrics
Quartile, SJR and the listed SCImago H-index use the 2025 imported SCImago dataset. A quartile may vary by subject category. Values without a source or reporting year are unverified historical entries. Verify the current Journal Impact Factor with Clarivate or the publisher before using it.
Aims & Scope
The publisher’s official aims and scope have not yet been verified for this profile. Use the journal website to check subject fit and accepted article types before submitting.
Recent Research Articles
Latest publications matched automatically by ISSN.
Keeping Ms. Pac-Man Out of the Club: Pacmania, Video Game Magazines, and the Gendered Guardrails of Digital Worlds in the Early 1980s
Aaron Coy Moulton
2026-09-30 · DOI: 10.1177/15554120261492903Popular Pornographic Games on Steam
Petri Lankoski
2026-09-30 · DOI: 10.1177/15554120261495169The United States’ Strategic Political Communication and the Production of a Strategy Video Game “With an Authentic Iraqi Feel”
Ahmed Al-Rawi
2026-09-29 · DOI: 10.1177/15554120261493740Beyond Fairy Tales: Post-Fairy-Tale Narrative Identity and Therapeutic Ambiguity in FromSoftware's Souls Games
Tibor Guzsvinecz, Bendegúz Lajos Kovács, Judit Szűcs, Peter Zoltan Kada et al.
2026-09-22 · DOI: 10.1177/15554120261488594Historical Grand Strategy as Selective Causal Modeling: Civil–Military Coupling, Causal Legibility, and the Limits of Playable History
Yuancheng Si
2026-09-19 · DOI: 10.1177/15554120261489829Trudging as Environmental Mourning in the Sixth Great Extinction of Death Stranding
Lauren Woolbright
2026-08-28 · DOI: 10.1177/15554120261483827Playing the Museum: Videogame Heritage, Interactivity, and Cultural Legitimacy
Jorge Pérez, Yoel Villahermosa Serrano
2026-07-31 · DOI: 10.1177/15554120261473022Extremists Play Games Too: Gaming References in Extremist Discourse
Neven Vukic
2026-07-30 · DOI: 10.1177/15554120261471999To Ban or to Restore? A Systematic Review of Restorative Justice in Online Gaming Environments
Jiska Jonas-van Dijk, Victor Sakonda, Pablo Romero Seseña
2026-07-02 · DOI: 10.1177/15554120261465230“I Kant Play This”: Rethinking Sublimity Through Video Game Glitches
Steven Kielich
2026-06-30 · DOI: 10.1177/15554120261465200Return to the Garden: Modular Storytelling and Performance After the Generative Turn
Renard Gluzman, Elina Roinioti
2026-06-05 · DOI: 10.1177/15554120261457730Mending the Broken World, Rebuilding the Community—On Positive Biopolitics in Digital Games
Michał Kłosiński
2026-05-11 · DOI: 10.1177/15554120261448889Carbon Footprint of Online Multiplayer Games
David Medina
2026-05-08 · DOI: 10.1177/15554120261448902Nietzschean Self-Overcoming as Self-Annihilation: The Limits of Intelligibility in Bloodborne and Lovecraft
Ilgar Gapagov
2026-05-07 · DOI: 10.1177/15554120261448880Understanding Hopepunk Games: Combining Theories of Hope, Hauntology, and Utopia
Claus Toft-Nielsen, Rikke Toft Nørgård
2026-04-29 · DOI: 10.1177/15554120261444023Warhammer Serial Paratext: A Games Workshop Business Strategy
Neal Baker, Devaney Tennille Mosier
2026-04-27 · DOI: 10.1177/15554120261445941Beyond the Industry. A Bordieuan Cartography of the Video Game Field
Juan Francisco Torres-Díaz, Joel Feliu, Adriana Gil-Juárez
2026-04-16 · DOI: 10.1177/15554120261442284Teaching Game Development at Universities: A Systematic Literature Review of Educational Practices for Multidisciplinary Industrial Demands
Fabian Gunnars, Adam Palmquist
2026-04-15 · DOI: 10.1177/15554120261442965Press [A] to Read This: A Mixed Methods Study of Characterised Versus Direct Instructions in The Legend of Zelda Videogame Series
Dominic Thompson, Frazer Heritage
2026-04-13 · DOI: 10.1177/15554120261441508Cozy Ecogames
Jonathan Skjøtt, Thomas Bjørner
2026-04-04 · DOI: 10.1177/15554120261438577Reviews
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Version History
October 4, 2026 at 9:00 pm
October 2, 2026