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