Abstract

The article deals with the issues of information relations in the field of the gaming industry. Information relations are key in modern society, where more and more relationships take place through the information environment. With the advent of the Coronavirus (Covid-19) and the imposition of certain restrictions on citizens, society began to immerse itself more in virtual worlds and spend time there. Data for 2020 in the field of the gaming industry shows an unprecedented growth in the world of demand for computer games, the total number of active users amounted to 2.7 billion. Research and analysis of information relations took place on the example of a number of countries that are flagships of the gaming industry, including the Republic of Korea, Japan, People's Republic of China, European Union. The study was based on the legislation of these countries, where there is a certain experience and current solutions in the field of the gaming industry are applied.

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