Journal of Cyberspace Studies

Journal of Cyberspace Studies

Number of Volumes 10
Number of Issues 19
Number of Articles 179
Number of Contributors 266
Article View 318,370
PDF Download 196,163
View Per Article 1778.6
PDF Download Per Article 1095.88
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Number of Submissions 280
Rejected Submissions 121
Rejection Rate 43
Accepted Submissions 135
Acceptance Rate 48
Time to Accept (Days) 74
Number of Indexing Databases 24
Number of Reviewers 147

The Journal of Cyberspace Studies [JCSS] is an international peer-reviewed open access journal with no publication charges, costs or fees for publication.

The JCSS is biannually published by University of Tehran on behalf of the “Cyberspace Policy Research Center” and the “UNESCO Chair on Cyberspace and Culture: Dual Spacization of the World” with links to UNESCO's IFAP thematic priorities.

The journal aims to contribute to the reinvigoration of the interdisciplinary intersections of cyberspace studies, and to provide a leading scholarly platform for publishing contributions to the field.

 

All potential proposals, position papers, initial abstracts and enquiries should be directed to: jcss@ut.ac.ir.

 

 Committee on Publication Ethics 

The JCSS is a member of the Committee on Publication Ethics (COPE) and is committed to upholding the integrity of the academic record.

 
 
 
 

Creative Commons License
The published articles in the JCSS are licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

Current Issue: Volume 10, Issue 2, July 2026, Pages 341-701 

Gaming platform monetization models and strategies for startup success: A case study from India

Pages 555-581

10.22059/jcss.2025.404099.1189

Nahid Pourrostami, Mohammad Ali Mousavi, Maziyar Mozaffari Falarti, Sahar Hossein Babaei Mamaghani

Keywords Cloud

  • Social media
  • Artificial Intelligence
  • cyberspace
  • Instagram
  • Iran
  • media literacy
  • Media
  • Facebook
  • social networks
  • Internet
  • virtual space
  • surveillance capitalism
  • Children
  • artificial intelligence (AI)
  • disinformation
  • Globalization
  • Blockchain
  • media and information literacy
  • Twitter
  • Cybersecurity
  • Business Management
  • future
  • Netnography
  • Democracy
  • Image
  • Virtual Education
  • Semiotics
  • Covid-19
  • AI
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  • cybercultural transgressions
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  • Theoretical Framework
  • Digital economy
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  • holistic education
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  • Google
  • mediatization
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  • human-computer interaction
  • human agency
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  • Conceptual Framework
  • Religious identity
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  • Color theory
  • microcelebrities
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  • Literature Review
  • cyberstalking
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  • Consumption
  • E-commerce
  • serious games
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  • dual spacization
  • the information model
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  • Rational Choice Theory
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  • Digital Technology
  • transgressive behaviors
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  • datafied society
  • special education
  • Electronic evidence
  • Intrusion Detection System (IDS)
  • hikikomori
  • Indonesia
  • network behavior
  • political polarisation
  • ontological inversion
  • scenario planning
  • Cybercrimes
  • cryptocurrency, digital community, Metaverse
  • ethical engagement
  • the internet
  • cyberstalking typologies
  • impersonation
  • Nigerian youths
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  • qualitative research method
  • American artistic exceptionalism
  • Stress reduction
  • Moroccan cyber diplomacy
  • cyber-sovereignty
  • epistemic power
  • business technology adoption
  • Gender Identity
  • cyberspacen
  • health law
  • bullshit
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  • Digital platforms
  • ethical development
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  • world economy
  • inclusion
  • human-environment relationship
  • pew
  • comparative analysis
  • generation (Gen Z) Z research
  • Political Action
  • CNBC’s market section website
  • Psychological wellbeing
  • cyberattacks
  • critical discourse analysis
  • Afghan
  • virtual embassy
  • technology failure
  • 2024 Iranian presidential election
  • Discourse theory
  • feminism
  • internet addiction
  • cyber recruitment
  • corruption
  • Nigeria
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  • Code
  • Experiential learning
  • Persian social media
  • Visualization
  • ethical considerations
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  • Spillover effect
  • digital health
  • crowd creation Tehran annual of digital arts exhibition
  • internet of data (IoD)
  • social contract
  • world summit on the information society
  • mental health technology
  • brand generated content
  • Video games
  • motivations
  • e-service