Social Sciences
computer game
100%
morality
29%
social media
28%
entertainment
27%
nostalgia
26%
facebook
18%
experience
18%
communication
16%
need satisfaction
14%
intuition
14%
subculture
13%
virtual reality
13%
demand
12%
interactive media
12%
Sports
12%
mood
12%
instructor
11%
construct validity
10%
heuristics
9%
appeal
9%
sponsorship
9%
professional sports
9%
acceptance
9%
video
9%
cognitive learning
9%
soccer
9%
interaction
8%
communication research
8%
fan
8%
realism
8%
well-being
8%
conversation
8%
student
8%
violence
7%
self-efficacy
7%
young adult
7%
cancer
7%
communication sciences
7%
trend
7%
networking
7%
emotion
6%
narrative
6%
athlete
6%
majority vote
6%
experiment
6%
brain
6%
market
6%
soap opera
5%
genre
5%
evidence
5%
Arts & Humanities
Video Games
36%
Enjoyment
32%
Facebook
17%
Morality
14%
Entertainment
13%
Student Perceptions
12%
League
12%
Nostalgia
12%
Subculture
12%
Players
12%
Avatar
11%
Social Media
10%
Shirt
10%
Sponsorship
10%
Realism
10%
Sense of Place
10%
Soccer
9%
Acceptance
9%
Instructor
9%
Intrinsic
8%
Gaming
8%
Sports
7%
Agenda
6%
Scale Development
6%
Face Threat
6%
Rape
6%
Media Effects
6%
Good Morning
6%
Impression Formation
6%
Console
6%
Agenda Setting
6%
Depressive Symptoms
6%
Affective Learning
6%
Social Inclusion
5%
User Interface
5%
Self-efficacy
5%
Social Networking
5%
Audience Response
5%
Self-disclosure
5%
Meta-analysis
5%
Emotion
5%
Narcissism
5%
Mitigation
5%
Music Videos
5%
Anthropomorphism
5%
Communication
5%
Replication
5%
Virtual Reality
5%
Exclusivity
5%
Media Use
5%
Medicine & Life Sciences
Video Games
87%
Social Media
37%
Emotions
17%
Social Networking
15%
Motivation
15%
Psychology
12%
Role Playing
12%
Morals
11%
Virtual Reality
11%
Depression
10%
Intention
10%
Soccer
9%
Technology
9%
Self Efficacy
8%
Young Adult
7%
Sports
7%
Students
7%
Drive
7%
Social Facilitation
7%
Jealousy
6%
Narcissism
6%
Ponds
5%
Intuition
5%
Creativity
5%
Semantic Web
5%
Panic
5%
Social Isolation
5%