Across
- 1. Changed by excessive use of social media.
- 7. A result of false online interaction.
- 9. An influencer with a small but loyal audience.
- 11. A creator with big visibility, often between 100,000 and one million followers.
- 12. Main purpose of educational video games.
- 14. Games that encourage exploration and storytelling.
- 17. Loss of social cohesion.
- 18. External approval through likes or comments.
Down
- 2. Power to shape opinions, trends, or decisions.
- 3. Games that develop problem-solving skills.
- 4. Quality that makes micro-creators valued.
- 5. People who subscribe to a creator’s content.
- 6. Feeling caused by constant comparison.
- 8. Games that imitate real-life activities.
- 10. Measuring your life against “perfect” online lives.
- 13. Works closely with companies, often as an ambassador.
- 15. Skill developed by building or designing in games.
- 16. Games that require planning and decision-making.
