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Regionalising Board Game Research
Johnathan Harrington
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Corresponding author for this work
Academy of Language and Culture
Research output
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Contribution to conference
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Conference abstract
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peer-review
Overview
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Keyphrases
Game Research
100%
Board Games
100%
Language Dependency
50%
South-East Asia
37%
Popular
25%
Kickstarter
25%
Mythology
25%
Play Spaces
25%
Hong Kong
12%
Globalized World
12%
East Asia
12%
Bilingual
12%
Crowdfunding
12%
Wood
12%
Western Markets
12%
Gamers
12%
Language Community
12%
Area-based
12%
Footsteps
12%
Community Formation
12%
Hobbyism
12%
Dependency Formation
12%
Warhammer
12%
Internet Café
12%
Trading Card Game
12%
Social Sciences
South East Asia
100%
Mythology
66%
Chinese
33%
United States of America
33%
Hong Kong
33%
English
33%
East Asia
33%
Price
33%
Dichotomy
33%
Community-Based
33%
Crowdfunding
33%
Arts and Humanities
Board games
100%
Southeast Asia
37%
Popular
25%
Mythology
25%
Hong Kong
12%
English
12%
Regional
12%
United States of America
12%
East Asia
12%
Majority
12%
Motifs
12%
Fantasy
12%
Dichotomy
12%
Backing
12%
hobby
12%
Chinese
12%
Economics, Econometrics and Finance
Price
100%
Crowdfunding
100%