Mikael Johnson
Biographic Data
| ID | 4276223 |
|---|---|
| NAME | Mikael Johnson |
| GIVEN NAMES | Mikael |
| FAMILY NAME | Johnson |
| SIGNATURE | JOHNSON M |
| AFFILIATIONS | National Consumer Research Centre |
| ORCID | 0000-0002-4001-0313 |
| VERIFIED | Yes |
| TOTAL WORKS | 5 |
| TOTAL CITATIONS | 4 |
| AUTHOR COUNT | 5 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2009 |
| LATEST PUBLICATION YEAR | 2014 |
| H-INDEX | 1 |
The managed prosumer
This paper contributes to the reworking of the traditional concepts and methods of Science and Technology Studies that is necessary in order to analyse the development and use of social media and other emerging information infrastructures (IIs). Through long-term studies of the development of two contrasting IIs, the paper examines the prosumer-management strategies by which vendors manage their relationships with their diverse users. Despite the…
Low-carbon communities as a context for individual behavioural change
The Virtuality of Virtual Worlds, or What We Can Learn from Playacting Horse Girls and Marginalized Developers
This article discusses the emergence of Habbo Hotel as a large-scale virtual world and its changing versions through time. We consider how social events taking place within the hotel are conditioned by designed-in symbolic resources and how, in turn, with creative processes of symbolization, novel social objects emerge out of particular interactions. We then discuss how the membership trajectories of hotel members are essential in understanding h…
Virtual Consumerism
Selling virtual items for real money is increasingly being used as a revenue model in games and other online services. To some parents and authorities, this has been a shock: previously innocuous ‘consumption games’ suddenly seem to be enticing players into giving away their money for nothing. In this article, we examine the phenomenon from a sociological perspective, aiming to understand how some media representations come to be perceived as ‘vi…
On the Dark Side
This article investigates gothic play and performance in Habbo, a virtual world for preteen children and teenagers. In addition to analyzing the aesthetics of the environment and its player characters, the authors seek to ask how gothic players figure in its appropriation and redevelopment. Countercultural player activities, such as playing goth in Habbo, are often treated as disruption, but here it will be argued that gothic players are in fact …
The Virtuality of Virtual Worlds, or What We Can Learn from Playacting Horse Girls and Marginalized Developers
This article discusses the emergence of Habbo Hotel as a large-scale virtual world and its changing versions through time. We consider how social events taking place within the hotel are conditioned by designed-in symbolic resources and how, in turn, with creative processes of symbolization, novel social objects emerge out of particular interactions. We then discuss how the membership trajectories of hotel members are essential in understanding h…
Virtual Consumerism
Selling virtual items for real money is increasingly being used as a revenue model in games and other online services. To some parents and authorities, this has been a shock: previously innocuous ‘consumption games’ suddenly seem to be enticing players into giving away their money for nothing. In this article, we examine the phenomenon from a sociological perspective, aiming to understand how some media representations come to be perceived as ‘vi…
On the Dark Side
This article investigates gothic play and performance in Habbo, a virtual world for preteen children and teenagers. In addition to analyzing the aesthetics of the environment and its player characters, the authors seek to ask how gothic players figure in its appropriation and redevelopment. Countercultural player activities, such as playing goth in Habbo, are often treated as disruption, but here it will be argued that gothic players are in fact …
Low-carbon communities as a context for individual behavioural change
The Virtuality of Virtual Worlds, or What We Can Learn from Playacting Horse Girls and Marginalized Developers
This article discusses the emergence of Habbo Hotel as a large-scale virtual world and its changing versions through time. We consider how social events taking place within the hotel are conditioned by designed-in symbolic resources and how, in turn, with creative processes of symbolization, novel social objects emerge out of particular interactions. We then discuss how the membership trajectories of hotel members are essential in understanding h…
The managed prosumer
This paper contributes to the reworking of the traditional concepts and methods of Science and Technology Studies that is necessary in order to analyse the development and use of social media and other emerging information infrastructures (IIs). Through long-term studies of the development of two contrasting IIs, the paper examines the prosumer-management strategies by which vendors manage their relationships with their diverse users. Despite the…
Computer Science (3 works) · Digital Games and Media (3 works) · Social science (3 works) · Sociology (3 works) · Business (2 works) · Psychology (2 works) · World Wide Web (2 works) · Advertising (1 works) · Aesthetics (1 works) · Appropriation (1 works)