Computer Science
Mobile Internet
100%
Case Study
85%
Interactive Television
57%
Digital Television
42%
Representative Sample
38%
Research Project
38%
Theoretical Framework
30%
Internet Adoption
29%
User Experience
28%
User Perspective
24%
Social Networking (Online)
21%
Transformation Process
21%
Theoretical Approach
21%
Online Activity
21%
Individual User
17%
Exponential Growth
15%
Virtual Community
14%
Theoretical Research
14%
Early Majority
14%
Creative Process
14%
Aged Respondent
14%
Game Design
14%
Game Development
14%
European Country
14%
Online Survey
14%
game based learning
14%
Knowledge Acquisition
14%
mobile service
14%
Capital Theory
14%
Local Analysis
14%
Community Experience
14%
Dematerialization
14%
Positive Relationship
14%
Local Community
14%
Communitarians
14%
Draw Conclusion
14%
Digitization Process
14%
Production Company
14%
Information System
14%
Abstract Machine
14%
Health Behavior Change
14%
Communication Strategies
14%
Industrial Stakeholder
14%
Mobile App
14%
Allowed Interaction
14%
Interdependency
14%
Telecommunication
14%
Education Institution
14%
Process Theory
14%
Lifelong Learning
14%
Social Sciences
Portugal
79%
Case Study
64%
Social Capital
54%
TV
46%
Soap Opera
42%
Media Technology
38%
Media Consumption
33%
Health Literacy
28%
Wellbeing
28%
Health Behavior
28%
Europe
28%
Media Education
21%
Game-Based Learning
19%
Online Communities
19%
Social Network
19%
Systematic Review
17%
Information Technology
16%
Media Use
15%
Research Project
15%
Everyday Life
15%
Conceptual Framework
15%
Virtual Community
14%
Operationalization
14%
Seduction
14%
Spain
14%
Mass Culture
14%
Politicization
14%
Israel
14%
Digital Literacies
14%
Hungary
14%
Attitudinal Assessment
14%
Entrepreneurship
14%
Educational Game
14%
Research and Development
14%
Older Adults
14%
Belgium
14%
Outreach
14%
Denmark
14%
Croatia
14%
Poland
14%
Online Survey
14%
Scientific Innovations
14%
Italy
14%
Qualitative Research
14%
Telenovela
14%
Student Education
14%
Participatory Action Research
14%
Media Studies
14%
Skills Development
14%
Meta-Analysis
14%
Psychology
Case Study
85%
Health Literacy
64%
Intellectual Disability
57%
Wellbeing
42%
Media Technology
42%
Qualitative Research
35%
Meta-Analysis
28%
Digital Literacies
28%
Information Technology
23%
Social Shaping
21%
Healthcare
20%
Gaming
19%
Qualitative Method
17%
Leisure Activity
14%
Quantitative Study
14%
Social Participation
14%
Psychology
14%
School-Based Intervention
14%
Teachable Moment
14%
Activity Theory
14%
Network Model
14%
Online Social Networking
14%
Social Interaction
14%
Digital Revolution
14%
Merging
14%
Health Promotion
14%
Self-Care
14%
Conceptual Framework
7%
Mixed Methods
7%
Self-Management
7%
Mobile Phones
7%
Quality of Life
7%
Chronic Disorder
7%
Healthcare Professional
7%