Example of Games and Culture format
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Example of Games and Culture format Example of Games and Culture format Example of Games and Culture format Example of Games and Culture format Example of Games and Culture format Example of Games and Culture format Example of Games and Culture format Example of Games and Culture format Example of Games and Culture format Example of Games and Culture format
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Example of Games and Culture format Example of Games and Culture format Example of Games and Culture format Example of Games and Culture format Example of Games and Culture format Example of Games and Culture format Example of Games and Culture format Example of Games and Culture format Example of Games and Culture format Example of Games and Culture format
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open access Open Access
recommended Recommended

Games and Culture — Template for authors

Publisher: SAGE
Categories Rank Trend in last 3 yrs
Cultural Studies #16 of 1037 up up by 19 ranks
Anthropology #18 of 411 up up by 24 ranks
Communication #43 of 426 up up by 18 ranks
Arts and Humanities (miscellaneous) #50 of 306 up up by 42 ranks
Applied Psychology #70 of 227 up up by 34 ranks
Human-Computer Interaction #51 of 120 down down by 1 rank
journal-quality-icon Journal quality:
High
calendar-icon Last 4 years overview: 176 Published Papers | 702 Citations
indexed-in-icon Indexed in: Scopus
last-updated-icon Last updated: 09/06/2020
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Related Journals

open access Open Access
recommended Recommended

SAGE

Quality:  
High
CiteRatio: 3.3
SJR: 0.91
SNIP: 1.65
open access Open Access
recommended Recommended

SAGE

Quality:  
High
CiteRatio: 2.0
SJR: 0.453
SNIP: 1.276
open access Open Access

SAGE

Quality:  
High
CiteRatio: 1.2
SJR: 0.477
SNIP: 0.87
open access Open Access
recommended Recommended

Brill

Quality:  
High
CiteRatio: 1.7
SJR: 0.566
SNIP: 0.829

Journal Performance & Insights

Impact Factor

CiteRatio

Determines the importance of a journal by taking a measure of frequency with which the average article in a journal has been cited in a particular year.

A measure of average citations received per peer-reviewed paper published in the journal.

1.388

12% from 2018

Impact factor for Games and Culture from 2016 - 2019
Year Value
2019 1.388
2018 1.574
2017 1.5
2016 1.109
graph view Graph view
table view Table view

4.0

14% from 2019

CiteRatio for Games and Culture from 2016 - 2020
Year Value
2020 4.0
2019 3.5
2018 3.6
2017 2.5
2016 2.0
graph view Graph view
table view Table view

insights Insights

  • Impact factor of this journal has decreased by 12% in last year.
  • This journal’s impact factor is in the top 10 percentile category.

insights Insights

  • CiteRatio of this journal has increased by 14% in last years.
  • This journal’s CiteRatio is in the top 10 percentile category.

SCImago Journal Rank (SJR)

Source Normalized Impact per Paper (SNIP)

Measures weighted citations received by the journal. Citation weighting depends on the categories and prestige of the citing journal.

Measures actual citations received relative to citations expected for the journal's category.

0.739

2% from 2019

SJR for Games and Culture from 2016 - 2020
Year Value
2020 0.739
2019 0.751
2018 0.851
2017 0.625
2016 0.374
graph view Graph view
table view Table view

1.757

15% from 2019

SNIP for Games and Culture from 2016 - 2020
Year Value
2020 1.757
2019 2.07
2018 2.192
2017 1.356
2016 1.125
graph view Graph view
table view Table view

insights Insights

  • SJR of this journal has decreased by 2% in last years.
  • This journal’s SJR is in the top 10 percentile category.

insights Insights

  • SNIP of this journal has decreased by 15% in last years.
  • This journal’s SNIP is in the top 10 percentile category.

Games and Culture

Guideline source: View

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SAGE

Games and Culture

Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal's scope includes th...... Read More

Cultural Studies

Anthropology

Communication

Arts and Humanities (miscellaneous)

Applied Psychology

Human-Computer Interaction

Social Sciences

i
Last updated on
09 Jun 2020
i
ISSN
1555-4120
i
Impact Factor
High - 1.349
i
Open Access
No
i
Sherpa RoMEO Archiving Policy
Green faq
i
Plagiarism Check
Available via Turnitin
i
Endnote Style
Download Available
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Bibliography Name
SageV
i
Citation Type
Author Year
(Blonder, Tinkham & Klapwijk, 1982)
i
Bibliography Example
Blonder, G. E., Tinkham, M., & Klapwijk, T. M. (1982). Transition from metallic to tunneling regimes in superconducting microconstrictions: Excess current, charge imbalance, and supercurrent conversion. Phys. Rev. B, 25(7), 4515–4532.

Top papers written in this journal

Journal Article DOI: 10.1177/1555412006292616
From Tree House to Barracks The Social Life of Guilds in World of Warcraft
Dmitri Williams1, Nicolas Ducheneaut2, Li Xiong1, Yuanyuan Zhang1, Nick Yee3, Eric S. Nickell2
01 Oct 2006 - Games and Culture

Abstract:

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... 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 they make; the social capital they derive; and the networks they form and to develop a typology of players and guilds. In keeping with current Internet research findings, players were found to use the game to extend real-life relationships, meet new people, form relationships of varying strength, and also use others merely as a backdrop. The key moderator of these outcomes appears to be the game's mechanic, which encourages some kinds of interactions while discouraging others. The findings are discussed with respect to the growing role of code in shaping social interactions. read more read less

Topics:

Social dynamics (53%)53% related to the paper, Virtual community (51%)51% related to the paper
563 Citations
Journal Article DOI: 10.1177/1555412005281767
Playing and Making Games for Learning: Instructionist and Constructionist Perspectives for Game Studies
Yasmin B. Kafai1
01 Jan 2006 - Games and Culture

Abstract:

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 m... 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 m... read more read less

Topics:

Game mechanics (67%)67% related to the paper, Game studies (66%)66% related to the paper, Constructionism (58%)58% related to the paper
559 Citations
Journal Article DOI: 10.1177/1555412009354727
From Edutainment to Serious Games: A Change in the Use of Game Characteristics
Dennis Charsky1
11 Feb 2010 - Games and Culture

Abstract:

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 desig... 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 goals, rules, challenges, choices, and fantasy, used in both edutainment and serious games, can influence motivation and facilitate learning. read more read less

Topics:

Game mechanics (72%)72% related to the paper, Video game design (70%)70% related to the paper, Video game development (67%)67% related to the paper, Game Developer (67%)67% related to the paper, Video game (65%)65% related to the paper
419 Citations
Journal Article DOI: 10.1177/1555412007299434
Beyond Play: A New Approach to Games
Thomas M. Malaby1
01 Apr 2007 - Games and Culture

Abstract:

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 d... 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 generating emergent practices and interpretations, and are intimately connected with everyday life to a degree heretofore poorly understood. This approach is both consistent with a range of existing social theory and avoids many of the limitations that have characterized much games scholarship to date, in particular its tendency toward unsustainable formalism and exceptionalism. Rather than seeing gaming as a subset of play, and therefore as an activity that is inherently separable, safe, and pleasurable, the author offers a pragmatic rethinking of games as social artifacts in their own right that are always in the process of becoming. This ... read more read less

Topics:

Game mechanics (62%)62% related to the paper
343 Citations
Journal Article DOI: 10.1177/1555412005281819
The Labor of Fun How Video Games Blur the Boundaries of Work and Play
Nick Yee1
01 Jan 2006 - Games and Culture

Abstract:

Video games are often framed as sites of play and entertainment. Their transformation into work platforms and the staggering amount of work that is being done in these games often go unnoticed. Users spend on average 20 hours a week in online games, and many of them describe their game play as obligation, tedium, and more lik... Video games are often framed as sites of play and entertainment. Their transformation into work platforms and the staggering amount of work that is being done in these games often go unnoticed. Users spend on average 20 hours a week in online games, and many of them describe their game play as obligation, tedium, and more like a second job than entertainment. Using well-known behavior conditioning principles, video games are inherentlywork platforms that train us to become better gameworkers. And thework that is being performed in video games is increasingly similar to the work performed in business corporations. The microcosm of these online games may reveal larger social trends in the blurring boundaries between work and play. read more read less

Topics:

Video game culture (68%)68% related to the paper, Game mechanics (67%)67% related to the paper, Video game design (66%)66% related to the paper, Turns, rounds and time-keeping systems in games (65%)65% related to the paper, Emergent gameplay (64%)64% related to the paper
336 Citations
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Games and Culture format uses SageV citation style.

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Frequently asked questions

1. Can I write Games and Culture in LaTeX?

Absolutely not! Our tool has been designed to help you focus on writing. You can write your entire paper as per the Games and Culture guidelines and auto format it.

2. Do you follow the Games and Culture guidelines?

Yes, the template is compliant with the Games and Culture guidelines. Our experts at SciSpace ensure that. If there are any changes to the journal's guidelines, we'll change our algorithm accordingly.

3. Can I cite my article in multiple styles in Games and Culture?

Of course! We support all the top citation styles, such as APA style, MLA style, Vancouver style, Harvard style, and Chicago style. For example, when you write your paper and hit autoformat, our system will automatically update your article as per the Games and Culture citation style.

4. Can I use the Games and Culture templates for free?

Sign up for our free trial, and you'll be able to use all our features for seven days. You'll see how helpful they are and how inexpensive they are compared to other options, Especially for Games and Culture.

5. Can I use a manuscript in Games and Culture that I have written in MS Word?

Yes. You can choose the right template, copy-paste the contents from the word document, and click on auto-format. Once you're done, you'll have a publish-ready paper Games and Culture that you can download at the end.

6. How long does it usually take you to format my papers in Games and Culture?

It only takes a matter of seconds to edit your manuscript. Besides that, our intuitive editor saves you from writing and formatting it in Games and Culture.

7. Where can I find the template for the Games and Culture?

It is possible to find the Word template for any journal on Google. However, why use a template when you can write your entire manuscript on SciSpace , auto format it as per Games and Culture's guidelines and download the same in Word, PDF and LaTeX formats? Give us a try!.

8. Can I reformat my paper to fit the Games and Culture's guidelines?

Of course! You can do this using our intuitive editor. It's very easy. If you need help, our support team is always ready to assist you.

9. Games and Culture an online tool or is there a desktop version?

SciSpace's Games and Culture is currently available as an online tool. We're developing a desktop version, too. You can request (or upvote) any features that you think would be helpful for you and other researchers in the "feature request" section of your account once you've signed up with us.

10. I cannot find my template in your gallery. Can you create it for me like Games and Culture?

Sure. You can request any template and we'll have it setup within a few days. You can find the request box in Journal Gallery on the right side bar under the heading, "Couldn't find the format you were looking for like Games and Culture?”

11. What is the output that I would get after using Games and Culture?

After writing your paper autoformatting in Games and Culture, you can download it in multiple formats, viz., PDF, Docx, and LaTeX.

12. Is Games and Culture's impact factor high enough that I should try publishing my article there?

To be honest, the answer is no. The impact factor is one of the many elements that determine the quality of a journal. Few of these factors include review board, rejection rates, frequency of inclusion in indexes, and Eigenfactor. You need to assess all these factors before you make your final call.

13. What is Sherpa RoMEO Archiving Policy for Games and Culture?

SHERPA/RoMEO Database

We extracted this data from Sherpa Romeo to help researchers understand the access level of this journal in accordance with the Sherpa Romeo Archiving Policy for Games and Culture. The table below indicates the level of access a journal has as per Sherpa Romeo's archiving policy.

RoMEO Colour Archiving policy
Green Can archive pre-print and post-print or publisher's version/PDF
Blue Can archive post-print (ie final draft post-refereeing) or publisher's version/PDF
Yellow Can archive pre-print (ie pre-refereeing)
White Archiving not formally supported
FYI:
  1. Pre-prints as being the version of the paper before peer review and
  2. Post-prints as being the version of the paper after peer-review, with revisions having been made.

14. What are the most common citation types In Games and Culture?

The 5 most common citation types in order of usage for Games and Culture are:.

S. No. Citation Style Type
1. Author Year
2. Numbered
3. Numbered (Superscripted)
4. Author Year (Cited Pages)
5. Footnote

15. How do I submit my article to the Games and Culture?

It is possible to find the Word template for any journal on Google. However, why use a template when you can write your entire manuscript on SciSpace , auto format it as per Games and Culture's guidelines and download the same in Word, PDF and LaTeX formats? Give us a try!.

16. Can I download Games and Culture in Endnote format?

Yes, SciSpace provides this functionality. After signing up, you would need to import your existing references from Word or Bib file to SciSpace. Then SciSpace would allow you to download your references in Games and Culture Endnote style according to Elsevier guidelines.

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I spent hours with MS word for reformatting. It was frustrating - plain and simple. With SciSpace, I can draft my manuscripts and once it is finished I can just submit. In case, I have to submit to another journal it is really just a button click instead of an afternoon of reformatting.

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