Games and Culture

In today's world, Games and Culture has become a fundamental issue that affects various areas of society. Its relevance ranges from personal to corporate aspects, impacting decision-making, technological development, the economy, politics and culture. Regardless of the perspective from which it is approached, Games and Culture raises concerns and generates debates in all spheres of daily life. In this article, we will explore the various dimensions of Games and Culture and its influence on our environment, analyzing its importance and the implications it has on our current reality.
Games and Culture
DisciplineCultural studies, media studies
LanguageEnglish
Edited byTanya Krzywinska
Publication details
History2006–present
Publisher
Frequency8/year
2.180 (2021)
Standard abbreviations
ISO 4Games Cult.
Indexing
ISSN1555-4120
LCCN2005212229
OCLC no.58730582
Links

Games and Culture is a peer-reviewed academic journal that covers the field of culture and media studies, specializing on the socio-cultural, political, and economic dimensions of gaming. The editor-in-chief is Tanya Krzywinska (Falmouth University). It was established in 2006 and is published by SAGE Publishing.

Abstracting and indexing

The journal is abstracted and indexed in:

According to the Journal Citation Reports, the journal has a 2021 impact factor of 2.180.

References

  1. ^ a b c d "Web of Science Master Journal List". Intellectual Property & Science. Clarivate. Retrieved 2023-04-07.
  2. ^ a b c d "Games and Culture". MIAR: Information Matrix for the Analysis of Journals. University of Barcelona. Retrieved 2023-04-07.
  3. ^ "PsycINFO Journal Coverage". American Psychological Association. Retrieved 2023-04-07.
  4. ^ "Source details: Games and Culture". Scopus Preview. Elsevier. Retrieved 2023-04-07.
  5. ^ "Games and Culture". 2021 Journal Citation Reports. Web of Science (Social Sciences ed.). Clarivate. 2022.

External links