- Pieter J. B. J. Van den Heede. The Saboteur. Games Cult., 19(2):178-198, March 2024.
- Bo Wang, Zhenlin Gao, Mohammad Shidujaman. Meaningful Place: A Phenomenological Approach to the Design of Spatial Experience in Open-world Games. Games Cult., 19(5):587-610, 2024.
- Morgan James Steele. Cyberpunk 2077. Games Cult., 19(2):199-217, March 2024.
- Inge van de Ven. It's Not a Game! Rules of Notice and Hermeneutics of Suspicion in Contemporary FMV Games. Games Cult., 19(2):158-177, March 2024.
- Piotr Siuda, Dariusz Regula, Jakub Majewski, Anna Kwapiszewska. Cyberpunk 2077. Games Cult., 19(5):650-669, 2024.
- Nilüfer Zeybek, Elif Saygi. Gamification in Education: Why, Where, When, and How? - A Systematic Review. Games Cult., 19(2):237-264, March 2024.
- Steven Harris, Nicholas Caldwell. A Transfiguration Paradigm for Quest Design. Games Cult., 19(4):493-512, 2024.
- Francis Butterworth-Parr. Machphrasis: Towards a Poetics of Video Games in Contemporary Literary Culture. Games Cult., 19(3):373-390, 2024.
- Sam Andrews. The 'First Person Shooter' Perspective: A Different View on First Person Shooters, Gamification, and First Person Terrorist Propaganda. Games Cult., 19(1):55-74, January 2024.
- Sky LaRell Anderson. Video Game Accessibility Defined Through Advocacy: How the Websites AbleGamers.org and CanIPlayThat.com Use the Word Accessibility. Games Cult., 19(5):571-586, 2024.