Digital Games and Media
Digital Games and Media is a research topic within Sociology and Political Science. Science Explorer counts 36k research works in it since 1950. 10.1% of them reached the world's top 10% most cited for their field and year.
This cluster of papers explores the social and psychological aspects of online gaming, including motivations for play, gender dynamics, virtual economies, live streaming, and the impact of video games on individuals and society. It delves into topics such as gamer identity, toxic technocultures, labor in online games, and the portrayal of gender roles in video games.
- Online Gaming
- Video Games
- Esports
- Gender Dynamics
- Social Interaction
- Virtual Worlds
- Gamer Identity
- Live Streaming
- Game Culture
- Stereotypes
- Research works
- 36k fractional, since 1950
- In the world top 10%
- 3.7k per year above
- Top-10% rate
- 10.1% share of its works in the world top 10%
- Growth, 2018-21 → 2022-25
- +20% the tick is no change
- Largest producer
United States
32% of the 10 largest, 2022-now
Which countries lead Digital Games and Media research?
By volume, the United States and China publish the most (1.8k and 701 works in 2022-now).
By volume, 2022-now
- 1
United States 1.8k works
- 2
China 701 works
- 3
United Kingdom 668 works
- 4
Germany 460 works
- 5
Türkiye 349 works
- 6
Spain 343 works
- 7
Brazil 340 works
- 8
Australia 328 works
- 9
Canada 315 works
- 10
India 304 works
How concentrated that is
The same countries as shares of everything the list above accounts for. A node where two countries do two thirds of the work and one spread evenly across twelve read alike as a ranking and not at all alike here.
Shares of the rows listed above, not of the whole node.
Which institutions lead Digital Games and Media research?
By volume in 2022-now, American Society of Genealogists publishes the most Digital Games and Media research, followed by Vincennes University and Centre National de la Recherche Scientifique.
By volume, 2022-now
- 1
American Society of Genealogists
United States 100 works
- 2
Vincennes University
United States 52 works
- 3
Centre National de la Recherche Scientifique
France 49 works
- 4 The Institute for Education Research 48 works
- 5
Tampere University
Finland 37 works
- 6
Film Independent
United States 33 works
- 7
University of Toronto
Canada 31 works
- 8
Universidad Complutense de Madrid
Spain 30 works
- 9
Swinburne University of Technology
Australia 27 works
- 10
The University of Sydney
Australia 27 works
Who are the leading researchers in Digital Games and Media?
The most-cited researchers publishing on Digital Games and Media include Richard M. Ryan, Dan J. Stein and Florian Fischer.
- 1
Richard M. Ryan
United States 395k citations
- 2
Dan J. Stein
South Africa 306k citations
- 3
Florian Fischer
Germany 257k citations
- 4
Jonathan A C Sterne
United Kingdom 188k citations
Ranked by citations received across their whole record, among researchers with at least three works on this topic.
Where is Digital Games and Media research done?
The largest centres of Digital Games and Media research in 2022-now are London (United Kingdom), Beijing (China), Sharon (United States) and Melbourne (Australia). Among places with at least 20 works in it, it is an unusually large share of all research in Vincennes, Sharon and Toronto.
Largest cities, 2022-now
- 1
London
United Kingdom 143 works
- 2
Beijing
China 118 works
- 3
Sharon
United States 100 works
- 4
Melbourne
Australia 98 works
- 5
Istanbul
Türkiye 87 works
- 6
New York
United States 78 works
- 7
Los Angeles
United States 73 works
- 8
Madrid
Spain 70 works
- 9
Tokyo
Japan 69 works
- 10
Paris
France 66 works
Where it is the local speciality
- VincennesUS · 52.1 works233×
- SharonUS · 100.0 works107×
- Toronto48.6 works87×
- TampereFI · 38.8 works13×
- Santa CruzUS · 20.1 works12×
Location quotient: how much more of its research is in Digital Games and Media than the world average.
Where is the best place to study Digital Games and Media?
Among universities, judged by research, Tampere University, Clemson University and University of Washington score highest, combining excellence, specialisation, size, growth and international reach. Research strength is one signal when choosing where to study; it does not measure teaching.
One dot per university in the first ten of the table below, at the default weights. The upper left is the interesting corner: small places doing unusually strong work.
Universities only. The score blends excellence (40%), size (30%), specialisation (10%), growth (10%), international reach (10%), 2022-now; growth compares 2018-21 with 2022-25 and counts up to +20%, since a jump from a small base is mostly noise.
Every institution in Digital Games and Media, country by countryIs Digital Games and Media research growing?
Output in 2022-2025 was 20% higher than in 2018-2021, peaking in 2024. The fastest-growing topics are Digital Games and Media.
The same series as a ribbon: one cell per year, darker for more. The line above answers how much; this answers when.
Its share of all research
Growing output can still be a shrinking share: all of science grows. This is Digital Games and Media as a percentage of every work published that year, 0.044% in 2024.
Fractional works of Digital Games and Media over all fractional works that year. How the balance of science has shifted.
How much of it reaches the world top 10%
Year by year.
Of each year's works in it, the share that reached the world's 10% most cited for their field and year. A field is the world for its own topics, so there is no other line to hold it against.
Which topics inside it are moving
Growth and decline on one axis around a shared zero. Two lists side by side hide the thing that matters: whether the growth dwarfs the decline, or the other way round.
Discussion
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