Journal of Cyberspace Studies

Journal of Cyberspace Studies

Number of Volumes 10
Number of Issues 19
Number of Articles 176
Number of Contributors 261
Article View 312,170
PDF Download 188,918
View Per Article 1773.69
PDF Download Per Article 1073.4
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Number of Submissions 276
Rejected Submissions 118
Rejection Rate 43
Accepted Submissions 132
Acceptance Rate 48
Time to Accept (Days) 75
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
  • Facebook
  • Media
  • social networks
  • surveillance capitalism
  • virtual space
  • Internet
  • Globalization
  • Children
  • Cybersecurity
  • Twitter
  • disinformation
  • media and information literacy
  • artificial intelligence (AI)
  • Blockchain
  • Social media use
  • media ethics
  • future
  • Self-Control
  • algorithmic bias
  • Democracy
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  • sports management
  • AI
  • Theoretical Framework
  • Google
  • digital art
  • Women
  • empirical review
  • online safety
  • Consumption
  • participatory culture
  • perception
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  • Conceptual Framework
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  • Semiotics
  • Digital media
  • Filtering
  • Covid-19
  • Education Policy
  • human agency
  • serious games
  • Netnography
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  • E-commerce
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  • Image
  • Virtual Education
  • Literature Review
  • misinformation
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  • holistic education
  • human-computer interaction
  • digital technologies
  • fake news
  • microcelebrities
  • Marketing
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  • Regulation
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  • Digital Technology
  • transgressive behaviors
  • online sharing
  • ethical engagement
  • special education
  • Intrusion Detection System (IDS)
  • hikikomori
  • Electronic evidence
  • Indonesia
  • network behavior
  • scenario planning
  • political polarisation
  • ontological inversion
  • Cybercrimes
  • cryptocurrency, digital community, Metaverse
  • platformized childhood
  • the internet
  • Network Security
  • impersonation
  • community media
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  • cancel culture
  • qualitative research method
  • American artistic exceptionalism
  • Stress reduction
  • Moroccan cyber diplomacy
  • epistemic power
  • business technology adoption
  • Gender Identity
  • cyberspacen
  • health law
  • bullshit
  • fandom
  • Digital platforms
  • ethical development
  • threshold concept
  • world economy
  • inclusion
  • human-environment relationship
  • pew
  • literacy
  • family rituals
  • ethical considerations
  • Political Action
  • Psychological wellbeing
  • critical discourse analysis
  • CNBC’s market section website
  • Afghan
  • virtual embassy
  • 2024 Iranian presidential election
  • Discourse theory
  • feminism
  • internet addiction
  • cyber recruitment
  • Code
  • technology failure
  • corruption
  • Nigeria
  • Latin America
  • cyberattacks
  • Experiential learning
  • Persian social media
  • Visualization
  • visual content analysis
  • generation (Gen Z) Z research
  • Youtube
  • Peace diplomacy
  • cyberethical behaviour
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  • Anime
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  • Spillover effect
  • brand generated content
  • crowd creation Tehran annual of digital arts exhibition
  • internet of data (IoD)
  • social contract
  • world summit on the information society
  • mental health technology
  • motivations
  • e-service
  • political discussion
  • Meta-analysis