Mark R Johnson
Mark R Johnson
Lecturer in Digital Cultures, University of Sydney
Verified email at sydney.edu.au - Homepage
Title
Cited by
Cited by
Year
‘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
812019
Gamification: What it is, and how to fight it
J Woodcock, MR Johnson
The Sociological Review 66 (3), 542-558, 2018
672018
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
402019
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
352019
The affective labor and performance of live streaming on Twitch. tv
J Woodcock, MR Johnson
Television & New Media 20 (8), 813-823, 2019
292019
Fighting games and Go: Exploring the aesthetics of play in professional gaming
MR Johnson, J Woodcock
Thesis Eleven 138 (1), 26-45, 2017
172017
“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
152019
The unpredictability of gameplay
MR Johnson
Bloomsbury Publishing USA, 2018
152018
The anticipated futures of space tourism
MR Johnson, D Martin
Mobilities 11 (1), 135-151, 2016
152016
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
132019
Making Science Fiction Real: Neoliberalism, Real-Life and Esports in Eve Online
MR Johnson, R Mejia
Journal For Virtual Worlds Research 10 (3), 2018
72018
The Use of ASCII Graphics in Roguelikes: Aesthetic Nostalgia and Semiotic Difference
MR Johnson
Games and Culture 12 (2), 115-135, 2017
72017
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
72016
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
62019
Modelling cultural, religious and political affiliation in artificial intelligence decision-making
MR Johnson
Proc. AI & Games Symposium, 2015
62015
Gaming-value and culture-value: Understanding how players account for video game purchases
MR Johnson, Y Luo
Convergence 25 (5-6), 868-883, 2019
52019
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
52019
Towards Qualitative Procedural Generation
MR Johnson
Computation Creativity and Games Workshop, 2016
42016
Ultima ratio regum
MR Johnson
Self-published, 2012
42012
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