‘It’s like the gold rush’: the lives and careers of professional video game streamers on Twitch. tv MR Johnson, J Woodcock Information, Communication & Society 22 (3), 336-351, 2019 | 81 | 2019 |
Gamification: What it is, and how to fight it J Woodcock, MR Johnson The Sociological Review 66 (3), 542-558, 2018 | 67 | 2018 |
The impacts of live streaming and Twitch. tv on the video game industry MR Johnson, J Woodcock Media, Culture & Society 41 (5), 670-688, 2019 | 40 | 2019 |
Inclusion and exclusion in the digital economy: disability and mental health as a live streamer on Twitch. tv MR Johnson Information, Communication & Society 22 (4), 506-520, 2019 | 35 | 2019 |
The affective labor and performance of live streaming on Twitch. tv J Woodcock, MR Johnson Television & New Media 20 (8), 813-823, 2019 | 29 | 2019 |
Fighting games and Go: Exploring the aesthetics of play in professional gaming MR Johnson, J Woodcock Thesis Eleven 138 (1), 26-45, 2017 | 17 | 2017 |
“And Today’s Top Donator is”: How Live Streamers on Twitch.tv Monetize and Gamify Their Broadcasts MR Johnson, J Woodcock Social Media+ Society 5 (4), 2056305119881694, 2019 | 16* | 2019 |
Live Streamers on Twitch. tv as Social Media Influencers: Chances and Challenges for Strategic Communication J Woodcock, MR Johnson International Journal of Strategic Communication 13 (4), 321-335, 2019 | 15 | 2019 |
The unpredictability of gameplay MR Johnson Bloomsbury Publishing USA, 2018 | 15 | 2018 |
The anticipated futures of space tourism MR Johnson, D Martin Mobilities 11 (1), 135-151, 2016 | 15 | 2016 |
Esports consumer perspectives on match-fixing: implications for gambling awareness and game integrity B Abarbanel, MR Johnson International Gambling Studies 19 (2), 296-311, 2019 | 13 | 2019 |
Making Science Fiction Real: Neoliberalism, Real-Life and Esports in Eve Online MR Johnson, R Mejia Journal For Virtual Worlds Research 10 (3), 2018 | 7 | 2018 |
The Use of ASCII Graphics in Roguelikes: Aesthetic Nostalgia and Semiotic Difference MR Johnson Games and Culture 12 (2), 115-135, 2017 | 7 | 2017 |
Bullet hell: The globalized growth of danmaku games and the digital culture of high scores and world records M Johnson Transnational Contexts of Culture, Gender, Class, and Colonialism in Play, 17-42, 2016 | 7 | 2016 |
The imperative to be seen: The moral economy of celebrity video game streaming on Twitch. tv MR Johnson, M Carrigan, T Brock First Monday 24 (8), 2019 | 6 | 2019 |
Modelling cultural, religious and political affiliation in artificial intelligence decision-making MR Johnson Proc. AI & Games Symposium, 2015 | 6 | 2015 |
Gaming-value and culture-value: Understanding how players account for video game purchases MR Johnson, Y Luo Convergence 25 (5-6), 868-883, 2019 | 5 | 2019 |
Casual Games Before Casual Games: Historicizing Paper Puzzle Games in an Era of Digital Play MR Johnson Games and Culture 14 (2), 119-138, 2019 | 5 | 2019 |
Towards Qualitative Procedural Generation MR Johnson Computation Creativity and Games Workshop, 2016 | 4 | 2016 |
Ultima ratio regum MR Johnson Self-published, 2012 | 4 | 2012 |