Keyphrases
Addiction
8%
Age of Information
7%
Age Rating
10%
China
8%
Comics
12%
Computer Games
18%
Consumer Protection
10%
Cultural Phenomenon
6%
Defamiliarization
8%
Digital Comics
7%
Digital Games
43%
Digital Play
6%
Digital Technology
8%
Educational Activities
7%
Epic
7%
Epistemology
6%
Esports
16%
Ethics
5%
Gambling
55%
Gambling Law
10%
Game Design
9%
Game Research
5%
Game Space
7%
Game Studies
6%
Game World
6%
Gaming Addiction
14%
Gaming Disorder
7%
Hermeneutics
5%
Hong Kong
9%
Hybridity
7%
Immersive
6%
Immersive Simulation
7%
Industry Self-regulation
20%
Internet Gaming Disorder
7%
Large-scale Survey
7%
Law Regulation
7%
Legal Regulation
6%
Like Products
6%
Loot Boxes
94%
Mainland China
7%
Mental Health
8%
Narrative Strategies
5%
Non-Euclidean
7%
Ontology
6%
Pandora
7%
People's Republic of China
7%
Philosophy of Information
5%
Postphenomenology
7%
Potential Harm
5%
Random Rewards
8%
Related Risk Factors
7%
Reward System
7%
Rules of the Game
5%
Simulation Game
7%
Squeezers
7%
Steam
7%
Video Game Design
7%
Video Game Industry
6%
Video Games
100%
Virtual Reality
5%
Warning Labels
12%
World Money
6%
Young People
5%
Arts and Humanities
Avatar
9%
Carnivalesque
5%
Colossus
7%
Conceptual
6%
Contemporary
6%
Defamiliarization
8%
Digital
49%
Discourse
6%
Engagement
12%
Epistemology
9%
Esthetics
26%
Genre
6%
Hermeneutic Theory
5%
Hybridity
6%
Information Age
5%
Legacy
5%
Linguistics
5%
Literature
5%
Narrative strategies
5%
Nonhuman
5%
Philosophy of information
5%
Post-phenomenology
7%
Simulacrum
5%
Spatiality
5%
Stranger
7%
Tradition
5%
Video Games
14%
Virtual
5%
Virtual Reality
11%
Virtual worlds
6%