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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. 21.2% 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%
7.7k
per year above
Top-10% rate
21.2%
share of its works in the world top 10%
Growth, 2013–17 → 2018–22
+16%
the tick is no change

Which countries lead Digital Games and Media research?

By volume, the United States and the United Kingdom publish the most (1.6k and 611 works in 2022–2025).

By volume, 2022–2025

  1. 1 United States 1.6k works
  2. 2 United Kingdom 611 works
  3. 3 China 547 works
  4. 4 Germany 433 works
  5. 5 Türkiye 321 works
  6. 6 Brazil 315 works
  7. 7 Spain 315 works
  8. 8 Australia 302 works
  9. 9 Canada 297 works
  10. 10 Indonesia 276 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.

United States: 31.6%United Kingdom: 12.2%China: 11.0%Germany: 8.7%6 others listed: 36.6%32%largest
United States1,575 · 31.6%United Kingdom611 · 12.2%China547 · 11.0%Germany433 · 8.7%6 others listed1,826 · 36.6%

Shares of the rows listed above, not of the whole node.

Which institutions lead Digital Games and Media research?

By volume in 2022–2025, Vincennes University publishes the most Digital Games and Media research, followed by The Institute for Education Research and Tampere University.

By volume, 2022–2025

  1. 1 Vincennes UniversityUnited States 52 works
  2. 2 The Institute for Education Research?? 48 works
  3. 3 Tampere UniversityFinland 35 works
  4. 4 Film IndependentUnited States 31 works
  5. 5 University of TorontoCanada 29 works
  6. 6 Universidad Complutense de MadridSpain 27 works
  7. 7 Swinburne University of TechnologyAustralia 26 works
  8. 8 IT University of CopenhagenDenmark 24 works
  9. 9 The University of SydneyAustralia 24 works
  10. 10 University of AlbertaCanada 24 works

Who are the leading researchers in Digital Games and Media?

The most-cited researchers publishing on Digital Games and Media include James E. Gunn.

  1. 1 James E. Gunn United States 3.8k 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 2022–2025 are London (United Kingdom), Beijing (China), Melbourne (Australia) and Istanbul (Türkiye). Among places with at least 20 works in it, it is an unusually large share of all research in Vincennes, Toronto and Tampere.

Largest cities, 2022–2025

  1. 1 London United Kingdom 130 works
  2. 2 Beijing China 105 works
  3. 3 Melbourne Australia 91 works
  4. 4 Istanbul Türkiye 78 works
  5. 5 New York United States 68 works
  6. 6 Los Angeles United States 67 works
  7. 7 Madrid Spain 65 works
  8. 8 Tokyo Japan 63 works
  9. 9 Toronto Canada 62 works
  10. 10 Paris France 62 works

Where it is the local speciality

  1. VincennesUS · 52.1 works231×
  2. Toronto48.6 works90×
  3. TampereFI · 36.1 works13×
← less than its size predictsmore →

Location quotient: how much more of its research is in Digital Games and Media than the world average.

See Digital Games and Media on the map

Where is the best place to study Digital Games and Media?

Among universities, judged by research, Tampere University, Manchester Metropolitan University and University of California, Santa Cruz 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.

0%20%40%mean 32.25%fractional works in this node (log) →share in the world top 10% →Tampere University: 35, 40.6%Manchester Metropolitan University: 14, 44.8%University of California, Santa Cruz: 18, 35.6%University of Malta: 10, 22.4%University of Aveiro: 17, 27.7%University of York: 16, 30.4%Swinburne University of Technology: 26, 14.9%Utrecht University: 20, 45.2%University of Turku: 18, 25.6%RMIT University: 17, 35.3%Manchester Metropoli…Tampere UniversityUniversity of Califo…University of Malta
above the meannear itbelow it

One dot per university in the table below. The upper left is the interesting corner: small places doing unusually strong work.

#UniversityScoreTop 10%SpecialisationWorksGrowth
1 Tampere UniversityFinland 74.740.6%15.5×35 +66.4%
2 Manchester Metropolitan UniversityUnited Kingdom 70.544.8%10.6×14 +100.6%
3 University of California, Santa CruzUnited States 59.735.6%12.0×18 -6.9%
4 University of MaltaMalta 59.122.4%9.7×10 +312.3%
5 University of AveiroPortugal 59.027.7%6.5×17 +219.2%
6 University of YorkUnited Kingdom 57.930.4%6.8×16 +143.4%
7 Swinburne University of TechnologyAustralia 57.314.9%12.4×26 +53.1%
8 Utrecht UniversityNetherlands 57.145.2%4.9×20 +22.6%
9 University of TurkuFinland 56.325.6%8.1×18 +86.8%
10 RMIT UniversityAustralia 56.335.3%5.9×17 +53.9%

Universities only. Score blends excellence (30%), specialisation (25%), size (20%), growth (15%) and international reach (10%), 2015–2022; growth compares 2010–14 with 2015–19.

Is Digital Games and Media research growing?

Output in 2018–2022 was 16% higher than in 2013–2017, peaking in 2024. The fastest-growing topics are Digital Games and Media.

19801990200020102020
grewheldshrank

The same series as a ribbon — one cell per year, darker for more. The line above answers how much; this answers when.

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.