Mark R Johnson
Mark R Johnson
Lecturer in Digital Cultures, University of Sydney
Verified email at - Homepage
Cited by
Cited by
‘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
Gamification: What it is, and how to fight it
J Woodcock, MR Johnson
The Sociological Review 66 (3), 542-558, 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
The affective labor and performance of live streaming on Twitch. tv
J Woodcock, MR Johnson
Television & New Media 20 (8), 813-823, 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
“And Today’s Top Donator is”: How Live Streamers on Monetize and Gamify Their Broadcasts
MR Johnson, J Woodcock
Social Media+ Society 5 (4), 2056305119881694, 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
The unpredictability of gameplay
MR Johnson
Bloomsbury Publishing USA, 2018
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
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
Fighting games and Go: Exploring the aesthetics of play in professional gaming
MR Johnson, J Woodcock
Thesis Eleven 138 (1), 26-45, 2017
The anticipated futures of space tourism
MR Johnson, D Martin
Mobilities 11 (1), 135-151, 2016
Gambling engagement mechanisms in Twitch live streaming
B Abarbanel, MR Johnson
International Gambling Studies, 1-21, 2020
Gaming-value and culture-value: Understanding how players account for video game purchases
MR Johnson, Y Luo
Convergence 25 (5-6), 868-883, 2019
The Use of ASCII Graphics in Roguelikes: Aesthetic Nostalgia and Semiotic Difference
MR Johnson
Games and Culture 12 (2), 115-135, 2017
Work, play, and precariousness: An overview of the labour ecosystem of esports
MR Johnson, J Woodcock
Media, Culture & Society, 01634437211011555, 2021
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
“Fifteen Million Merits”: Gamification, Spectacle, and Neoliberal Aspiration
MR Johnson
Through the Black Mirror, 33-42, 2019
The ‘gambling turn’in digital game monetization
MR Johnson, T Brock
Journal of Gaming & Virtual Worlds 12 (2), 145-163, 2020
Making science fiction real: Neoliberalism, real-life and esports in EVE Online
MR Johnson, R Mejia
Journal for Virtual Worlds Research 10 (3), 2018
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