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Most cited papers in Digital Games and Media

What are the most cited papers in Digital Games and Media?

The most cited paper in Digital Games and Media is "From game design elements to gamefulness" (Sebastian Deterding, Dan Dixon, Rilla Khaled et al., 2011), with 8,256 citations. Next come "What Video Games Have to Teach Us about Learning and Literacy" (6,681) and "Convergence Culture: Where Old and New Media Collide" (5,554).

Showing 50 of 98 papers. Every paper with more than 635 citations is listed.

Most cited papers, sortable by citations and release date
#Paper
1 From game design elements to gamefulness Sebastian Deterding, Dan Dixon, Rilla Khaled et al. Conference paper 28 Sep 2011 8,256
2 What Video Games Have to Teach Us about Learning and Literacy James Paul Gee · Education + Training Open access May 2004 6,681
3 Convergence Culture: Where Old and New Media Collide Curt Carbonell · The Journal of Popular Culture 21 Jul 2007 5,554
4 I tweet honestly, I tweet passionately: Twitter users, context collapse, and the imagined audience Alice Emily Marwick, danah boyd · New Media & Society 7 Jul 2010 4,584
5 Machines and Mindlessness: Social Responses to Computers Clifford Nass, Youngme Moon · Journal of Social Issues 2000 3,941
6 Grandmaster level in StarCraft II using multi-agent reinforcement learning Oriol Vinyals et al. · Nature 30 Oct 2019 3,528
7 Understanding Comics: The Invisible Art ALAN D. MANNING · IEEE Transactions on Professional Communication Mar 1998 3,154
8 Motivations for Play in Online Games Nick Yee · CyberPsychology & Behavior Dec 2006 2,909
9 Evolution and Tinkering François Jacob · Science 10 Jun 1977 2,741
10 Behavioral Expressions and Biosocial Bases of Sensation Seeking Marvin Zuckerman Jun 1994 2,688
11 Some Simple Economics of Open Source Josh Lerner, Jean Tirole · Journal of Industrial Economics Jun 2002 2,404
12 Gamification. using game-design elements in non-gaming contexts Sebastian Deterding, Miguel Sicart, Lennart E. Nacke et al. Conference paper 7 May 2011 2,397
13 GameFlow Penelope Sweetser, Peta A. Wyeth · Computers in entertainment Jul 2005 2,110
14 Tweet, Tweet, Retweet: Conversational Aspects of Retweeting on Twitter danah boyd, Su Golder, Gilad Lotan Conference paper 2010 2,060
15 Gamifying learning experiences: Practical implications and outcomes Adrián Domínguez‐Díaz, Joseba Saenz-de-Navarrete, Luis de‐Marcos et al. · Computers & Education Open access 11 Jan 2013 2,017
16 Netnography: Doing Ethnographic Research Online Stephanie O’Donohoe · International Journal of Advertising 2010 1,999
17 Measurement study of peer-to-peer file sharing systems Stefan Saroiu, Krishna P. Gummadi, Steven D. Gribble · Proceedings of SPIE, the International Society for Optical Engineering/Proceedings of SPIE Conference paper 10 Dec 2001 1,921
18 A meta-analysis of the cognitive and motivational effects of serious games. Pieter Jozef Wouters, Christof van Nimwegen, Herre van Oostendorp et al. · Journal of Educational Psychology Review 4 Feb 2013 1,844
19 The rise of motivational information systems: A review of gamification research Jonna Koivisto, Juho Hamari · International Journal of Information Management Open access 10 Dec 2018 1,735
20 Foundations of Game-Based Learning Jan L. Plass, Bruce D. Homer, Charles K. Kinzer · Educational Psychologist Open access 2 Oct 2015 1,688
21 Impact of Online Consumer Reviews on Sales: The Moderating Role of Product and Consumer Characteristics Feng Zhu, Xiaoquan Zhang · Journal of Marketing Open access 5 Feb 2010 1,655
22 The platformization of cultural production: Theorizing the contingent cultural commodity David B. Nieborg, Thomas Poell · New Media & Society Open access 25 Apr 2018 1,460
23 Development and Validation of a Game Addiction Scale for Adolescents Jeroen S. Lemmens, Patti M. Valkenburg, Jochen Peter · Media Psychology 26 Feb 2009 1,427
24 Predicting protein structures with a multiplayer online game Seth Cooper, Firas Khatib, Adrien Treuille et al. · Nature Open access Aug 2010 1,406
25 Ambient belonging: How stereotypical cues impact gender participation in computer science. Sapna Cheryan, Victoria C. Plaut, Paul Davies et al. · Journal of Personality and Social Psychology 2009 1,384
26 The Platformization of the Web: Making Web Data Platform Ready Anne Helmond · Social Media + Society Open access Jul 2015 1,347
27 Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Craig A. Anderson, Karen E. Dill · Journal of Personality and Social Psychology 2000 1,334
28 Want to be on the top? Algorithmic power and the threat of invisibility on Facebook Taina Bucher · New Media & Society 8 Apr 2012 1,285
29 The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments Nick Yee · PRESENCE Virtual and Augmented Reality Jun 2006 1,277
30 #Gamergate and The Fappening: How Reddit’s algorithm, governance, and culture support toxic technocultures Adrienne L. Massanari · New Media & Society 9 Oct 2015 1,262
31 Digital Games, Design, and Learning Douglas B. Clark, Emily E. Tanner‐Smith, Stephen S. Killingsworth · Review of Educational Research Open access 16 Apr 2015 1,239
32 STORIES OF THE STORYTELLING ORGANIZATION: A POSTMODERN ANALYSIS OF DISNEY AS "TAMARA-LAND". David M. Bøje · Academy of Management Journal Aug 1995 1,203
33 Facebook Profiles Reflect Actual Personality, Not Self-Idealization Mitja D. Back, Juliane M. Stopfer, Simine Vazire et al. · Psychological Science 29 Jan 2010 1,187
34 Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. Richard N. Van Eck · UND Scholarly Commons (University of North Dakota) 2006 1,181
35 To See and Be Seen: Celebrity Practice on Twitter Alice Emily Marwick, danah boyd · Convergence The International Journal of Research into New Media Technologies May 2011 1,178
36 Designing games with a purpose Luis von Ahn, Laura Dabbish · Communications of the ACM Open access 29 Jul 2008 1,169
37 A grounded investigation of game immersion Emily Brown, Paul A. Cairns Conference paper 24 Apr 2004 1,153
38 Psychology of Computer Use: XL. Addictive Use of the Internet: A Case That Breaks the Stereotype KIMBERLY S. YOUNG · Psychological Reports Dec 1996 1,118
39 Throwing like a girl: A phenomenology of feminine body comportment motility and spatiality Iris Marion Young · Human Studies Dec 1980 1,116
40 Feminist HCI Shaowen Bardzell Conference paper 10 Apr 2010 1,106
41 Hypersexual Disorder: A Proposed Diagnosis for DSM-V Martin P. Kafka · Archives of Sexual Behavior 23 Nov 2009 1,091
42 Pathological Video-Game Use Among Youth Ages 8 to 18 Douglas A. Gentile · Psychological Science 13 Apr 2009 1,086
43 Hypertext: The Convergence of Contemporary Critical Theory and Technology Todd K. Bender, George P. Landow · Rocky Mountain Review of Language and Literature 1992 1,079
44 Digital Ethnography: Principles and Practice Sarah Pink, Heather A. Horst, John Postill et al. 9 Oct 2015 1,078
45 Literate Programming Donald E. Knuth · The Computer Journal Feb 1984 1,073
46 The second self: Computers and the human spirit William Demar Taylor, Suzanne K. Damarin · ECTJ Sep 1985 1,045
47 The walkthrough method: An approach to the study of apps Ben Light, Jean Burgess, Stefanie Duguay · New Media & Society Open access 11 Nov 2016 1,041
48 New Technology and Digital Worlds: Analyzing Evidence of Equity in Access, Use, and Outcomes Mark Warschauer, Tina Matuchniak · Review of Research in Education Open access Mar 2010 1,037
49 Social Interactions in Massively Multiplayer Online Role-Playing Gamers Helena Cole, Mark Damian Griffiths · CyberPsychology & Behavior Aug 2007 1,030
50 The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing Jeanne H. Brockmyer, Christine M. Fox, Kathleen A. Curtiss et al. · Journal of Experimental Social Psychology 13 Mar 2009 1,019

Citations are OpenAlex's own counts, from its 2026-09-23 snapshot, so the ranking can differ from Google Scholar or Web of Science. A paper is listed for a field when OpenAlex files it under one of the field's topics; retracted papers and papers whose citation count cannot be traced to citing works are left out, and a preprint and the article it became are shown once. Release dates are OpenAlex's: where a source gave only a month or a year, that is what is shown. How the lists are chosen.