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Mikael Johnson

Biographic Data

ID4276223
NAMEMikael Johnson
GIVEN NAMESMikael
FAMILY NAMEJohnson
SIGNATUREJOHNSON M
AFFILIATIONSNational Consumer Research Centre
ORCID0000-0002-4001-0313
VERIFIEDYes
TOTAL WORKS5
TOTAL CITATIONS4
AUTHOR COUNT5
EDITOR COUNT0
FIRST PUBLICATION YEAR2009
LATEST PUBLICATION YEAR2014
H-INDEX1
  • The managed prosumer

    Mikael Johnson, Hajar Mozaffar et al.•ARTICLE•Information Communication & Society•2014

    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

    Open Access•Eva Heiskanen, Mikael Johnson et al.•ARTICLE•Energy Policy•2010

  • The Virtuality of Virtual Worlds, or What We Can Learn from Playacting Horse Girls and Marginalized Developers

    Open Access•Mikael Johnson, Hyysalo et al.•ARTICLE•Symbolic Interaction•2010•Cited by: 4

    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

    Vili Lehdonvirta, Terhi-Anna Wilska et al.•ARTICLE•Information Communication & Society•2009

    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

    Open Access•Mikael Johnson, Tanja Sihvonen•ARTICLE•Journal of Virtual Worlds Research•2009

    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

    Open Access•Mikael Johnson, Hyysalo et al.•ARTICLE•Symbolic Interaction•2010•Cited by: 4

    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

    Vili Lehdonvirta, Terhi-Anna Wilska et al.•ARTICLE•Information Communication & Society•2009

    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

    Open Access•Mikael Johnson, Tanja Sihvonen•ARTICLE•Journal of Virtual Worlds Research•2009

    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

    Open Access•Eva Heiskanen, Mikael Johnson et al.•ARTICLE•Energy Policy•2010

  • The Virtuality of Virtual Worlds, or What We Can Learn from Playacting Horse Girls and Marginalized Developers

    Open Access•Mikael Johnson, Hyysalo et al.•ARTICLE•Symbolic Interaction•2010•Cited by: 4

    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

    Mikael Johnson, Hajar Mozaffar et al.•ARTICLE•Information Communication & Society•2014

    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)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae