Keyphrases
Addiction
11%
Affection
18%
Affective Engagement
66%
Agential
33%
Alien
66%
Analytical Approach
66%
Art History
11%
Barthes
6%
Between-person
6%
Board Games
33%
Bride
66%
Character Functions
6%
Character Traits
6%
Cinema
33%
Commercial Games
6%
Computer Games
66%
Critical Play
6%
Cross-genre
6%
Cultural Artifacts
66%
Cultural Contexts
33%
Cultural Conventions
33%
Cultural Norms
33%
Cultural Sector
11%
DEMON
66%
Digital Games
12%
Dynamic Games
6%
Emotional Experience
6%
Emotionality
6%
Ergodic
6%
Everyday Practices
6%
Familiar Environment
33%
Female Character
6%
Fictional Characters
36%
Field Development
11%
Figural Patterns
6%
Film Studies
11%
Formal Analysis
33%
Formal Elements
33%
Game Analysis
100%
Game Character
36%
Game Criticism
11%
Game Culture
22%
Game Industry
11%
Game Ontology
11%
Game Research
22%
Game Studies
22%
Game System
6%
Game Theory
22%
Gamer Culture
11%
Gamergate
33%
Gamers
66%
Gaming Culture
11%
Gender Construction
33%
Gender Roles
6%
Global Growth
11%
Goffman
18%
Hermeneutic Approach
11%
Hermeneutics
22%
Humanistic Approach
11%
Interdisciplinary Methodology
11%
Intimate Relationships
6%
Iser
6%
Japan
6%
Literary Studies
11%
Making Sense
66%
Material Medium
33%
Materialist
33%
Meaning-making Process
6%
Mechanical Structure
33%
Media Use
6%
Minority Representation
11%
Misogyny
11%
Modes of Engagement
6%
Multidisciplinary Field
11%
New Journals
11%
Nissenbaum
6%
Normative Assumptions
33%
Ontology
6%
Open-ended Interviews
6%
Othering
12%
Participatory Culture
6%
Person Attributes
6%
Personal Character
6%
Personhood
6%
Phenomenological Study
6%
Player Choice
12%
Player Engagement
6%
Player Experience
54%
Power Dynamics
18%
Pronouns
6%
Public Concern
11%
Public Debate
11%
Reader-response Theory
17%
Reception Theory
11%
Relationship Power
6%
Representation in Games
66%
Representation Theory
44%
Representational Capacity
33%
Research Department
11%
Role Relations
6%
Romantic Relationships
12%
Scholarly Community
11%
Scholarly Work
6%
Second Category
6%
Semiotics
11%
Social Context
6%
Social Power
6%
Social Practices
6%
Social Stigma
24%
Stigmatization
18%
Stigmatized
6%
Structure of Feeling
6%
Surface Expression
33%
Team-based
11%
Tetris
33%
Textual Analysis
6%
Theory of Narrative
11%
University Programs
11%
University Research
11%
Video Games
11%
Violence
11%
Arts and Humanities
Action
5%
Affective
56%
Alien
66%
allure
5%
Board games
22%
bride
66%
Case Study
22%
Character traits
5%
Creator
22%
Cultural Artifact
44%
Cultural Contexts
22%
Demons
66%
Digital
10%
Dynamics
15%
Empirical
25%
Engagement
66%
Experiential
5%
Expression
22%
Female characters
5%
Fictional Character
30%
Framework
66%
Genre
5%
Goffman
15%
Inter-personal relationships
5%
Intrinsic
22%
Japan
5%
Literature
22%
materialist
22%
Meaning-Making
5%
Media Use
5%
Modality
22%
Modes of engagement
5%
Multi-modal
22%
Normative
22%
Othering
10%
Persona
5%
Personhood
5%
Pronouns
5%
Protagonist
10%
Puzzle
10%
Reader-response Theory
5%
Review
22%
Social Context
5%
Social Power
5%
Social Practice
5%
Stigma
66%
Stigmatization
20%
Structure of feeling
5%
Tapping
5%
Textual Analysis
5%
Tropes
5%