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M R Johnson

Datos Biográficos

ID45151
NOMBREM R Johnson
NOMBRESM R
APELLIDOJohnson
FIRMAJOHNSON M R
AFILIACIONESThe University of Sydney
ORCID0000-0003-4622-650X
VERIFICADOSí
TOTAL DE OBRAS37
TOTAL DE CITAS264
TOTAL COMO AUTOR37
TOTAL COMO EDITOR0
PRIMER AÑO DE PUBLICACIÓN1979
AÑO MÁS RECIENTE DE PUBLICACIÓN2026
ÍNDICE H6
  • “Lucrative yet destructive”

    Open Access•M R Johnson, Nathan J Jackson et al.•ARTICLE•Discourse & Communication•2026

    Gambling videos involving “influencers” or “content creators” wagering real-world money are increasingly popular on sites like Twitch and Kick. To understand how this phenomenon is being presented by news media and hence disseminated into the public sphere, we examine how live streamed gambling videos are framed in the media, drawing on 120 articles from 2018 to 2024. We identify three main emerging frames – risks to young people, risks of addict…

  • “A Really Good Network of People”

    Open Access•M R Johnson, James Baguley•ARTICLE•Television & New Media•2026

    This paper examines the media production culture on live streaming site Twitch, where creative workers—the live streamers—are not employed by the platform. Drawing on data from interviews with successful live streamers, we outline how these broadcasters exchange and share knowledge with each other through both informal and formal channels, and the significant cultural importance assigned to being willing to support other streamers. We show that s…

  • “I will design emojis in 24 hours”

    M R Johnson, James Baguley•ARTICLE•The Communication Review•2026

    Live streaming has massively expanded in recent years, accruing millions of creators who broadcast to hundreds of millions of total viewers. However, the hidden ecosystem of third-party actors whose labor and professional skills are employed by live streamers remains unstudied. Here, we focus on one context where the presence of gig workers absolutely dominates: creating live-stream aesthetic assets. We examine these sellers and their stream-rela…

  • A Little Bit Like Psychological Torture”

    Open Access•J P Williams, M R Johnson et al.•ARTICLE•Games and Culture•2025•Referencias: 5

    Esports-relevant expertise extends beyond gameplay to encompass the cultivation of knowledge, skills, networks, and resources that support competitive success. Using a grounded theory approach and insights from 33 interviews with esports players in an emerging ecosystem, this study develops a sociocultural model that identifies four interrelated dimensions shaping expertise development, while paying special attention to the challenges players fac…

  • Time zones, time slots and Twitch

    Open Access•M R Johnson•ARTICLE•New Media & Society•2025•Referencias: 4

    The role of time in game development has seen increasing study, but the role of time in creating gaming ‘content’ has rarely been explored. To explore how time is strategised and rationalised by content creators, I examine how game streamers on Twitch navigate dynamics of time and temporality in their broadcasts. Through semi-structured interviews, this article reveals complex and dynamic decision-making processes in the seemingly simple decision…

  • Game live streaming in the Japanese context

    Open Access•M R Johnson, James Baguley•ARTICLE•Convergence The International…•2025•Referencias: 54

    Game live streaming has become a major component of global game culture. Through interview data with Japanese game live streamers, this paper offers a first consideration of Japanese-language game streaming and its associated cultural norms, expectations, and streamer perspectives. We firstly show that Japanese game streamers mostly stream anonymously, and interrogate this preference and situate it within wider contexts of Japanese internet cultu…

  • Less toxic and more empathetic

    Open Access•M R Johnson, James Baguley•ARTICLE•Media International Australia•2025•Referencias: 55

    In this paper we present the first study of those who watch Australian live streamers on Twitch. Drawing on a survey of 779 Australian and non-Australian viewers of Australian live streamers, we present three key findings and analyses. Firstly, Australian viewers of Australian streamers prioritise feeling community with fellow Australians, but non-Australians express no comparable interest in Australia-focused Twitch communities. Secondly, Austra…

  • You Can’t Work for Somebody Who Doesn’t Exist”

    Open Access•Ryan Stanton, M R Johnson•ARTICLE•Games and Culture•2024•Referencias: 2

    Despite the continued growth of the gaming sector, media conglomerates have recently begun a disturbing trend of downsizing their gaming-oriented publications, leading many journalists to pivot towards independence. This paper analyses the current moment in games journalism, highlighting how search engine optimization (SEO), artificial intelligence (AI), and guide-based content have motivated this pivot. Following this we show that some creators …

  • Behind the Streams

    Open Access•M R Johnson, Mark Johnson•ARTICLE•Culturas Midiáticas•2023

    The live streaming of digital and analogue gaming has emerged as a major new topic in games research. One element involves understanding the labour of streaming: studies to date have focused on examining the ‘on-camera’ labour of streamers, but what has yet to be examined is their ‘off-camera’ labour. This includes developing stream aesthetics, networking with other streamers and viewers, building communities on other platforms and management and…

  • Twitch, Fish, Pokémon and Plumbers

    Open Access•M R Johnson, Nathan J Jackson•ARTICLE•Convergence The International…•2022

    In this exploratory paper, we consider the phenomenon of gameplay live streaming by nonhumans. The live streaming of games, exemplified by the platform Twitch.tv, has emerged in recent years as a major and growing component of gaming culture. Although previous research has addressed some agential dimensions of streaming, scholarship has yet to examine the unusual phenomenon of watching streams lacking any kind of human agent. Ordinarily a human s…

  • Ethical judgments of esports spectators regarding cheating in competition

    Open Access•M R Johnson, Brett Abarbanel•ARTICLE•Convergence The International…•2022

    Esports contests at the highest levels frequently involve millions of dollars in prize money and spectatorship numbers in six or seven figures. Given these opportunities for financial success and public visibility, players have found ways to cheat in esports competitions. We draw on over one thousand qualitative survey responses from esports viewers to examine how spectators perceive cheating, both “cheating to win” (attempting to secure an illeg…

  • Gamer identities of video game live streamers with disabilities

    Sky LaRell Anderson, M R Johnson•ARTICLE•Information Communication & Society•2022

    This study investigates the strategies video game streamers with disabilities employ to navigate their identity as gamers as it relates to their subject positions as persons with disabilities. Through an analysis of online videos featuring eight streamers with disabilities, this study reveals four themes around how streamers establish their identities regarding both disability and gaming: establishing gaming capital, acknowledging disability, gam…

  • Humour and Comedy in Digital Game Live Streaming

    Open Access•M R Johnson•ARTICLE•New Media & Society•2022•Citada por: 7•Referencias: 13

    This article considers the nature and functions of humour in digital game live streaming on Twitch. Most streamers and viewers seem uncomfortable with ‘serious’ in-game narrative content, resulting in weighty or emotional moments in games becoming sources of comedy and humour. Many also subvert the platform’s power dynamics by mocking community standards or the possibility of being banned, while some go even further and treat streamers themselves…

  • Behind the Streams

    Open Access•M R Johnson•ARTICLE•Games and Culture•2021

    The live streaming of digital and analogue gaming has emerged as a major new topic in games research. One element involves understanding the labour of streaming: studies to date have focused on examining the ‘on-camera’ labour of streamers, but what has yet to be examined is their ‘off-camera’ labour. This includes developing stream aesthetics, networking with other streamers and viewers, building communities on other platforms and management and…

  • The gamblification of digital games

    Open Access•Tom Brock, M Johnson et al.•ARTICLE•Journal of Consumer Culture•2021•Citada por: 6•Referencias: 3

    The consumption of digital games has become increasingly "gamblified" (Gainsbury et al, 2015; Zanescu et al, 2020) in recent years. Due to the changes in media landscape such as the development of new forms of gambling via the Internet and mobile phones, consumers can now play games and gamble in real-time and from almost any location (Newall et al, 2019; King et al, 2010; Griffiths & Parke, 2010). The growing intersections between digital games,…

  • Video gaming as craft consumption

    Open Access•Tom Brock, M R Johnson•ARTICLE•Journal of Consumer Culture•2021•Citada por: 3•Referencias: 6

    This article repurposes Campbell’s (2005) concept of ‘the craft consumer’ to generate a new theory of video game consumption, which proposes that we identify the material practices typically associated with craft labour within acts of digital play. We draw on case studies from popular and community-driven video game titles including Dark Souls and Super Mario Maker to make our argument, suggesting that a grasp of the controls initiates material p…

  • Work, play, and precariousness

    Open Access•M R Johnson, Jamie Woodcock•ARTICLE•Media Culture & Society•2021•Citada por: 3•Referencias: 26

    Professionalised competitive digital gaming or ‘esports’ has grown to a point where millions of dollars are being awarded in competitions watched globally by tens of millions of viewers. Previous analyses of the phenomenon have examined the role(s) of labour in esports performed by various actors – players, tournament organisers, sponsors, game developers – but these have yet to be unified into a ‘big picture’ of esports labour, especially when c…

  • Playful Work and Laborious Play in Super Mario Maker

    M R Johnson•ARTICLE•Digital Culture & Society•2020

    Super Mario Maker (2015) and its sequel Super Mario Maker 2 (2019) have enabled a near-unprecedented amount of user-created level design, with well over seven million stages created to date by players from around the world. Within this vast library of levels, those built according to “troll” or “kaizo” level design rationales - which expect impressive feats of physical ability, puzzle-solving, psychological deduction, and emotional calm from thei…

  • Disability and Mental Health as a Professional Live Streamer

    Open Access•M R Johnson•ARTICLE•AoIR Selected Papers of Internet…•2020

    In this paper I explore economic and inclusion opportunities for people with disabilities and mental health issues afforded by ‘live streaming’ ‒ the live broadcast of one’s activities over the internet to a globally dispersed audience. In both 2016 and 2017, the leading live streaming platform Twitch.tv broadcast over 500,000 years of video, which were produced by over two million regular broadcasters (‘streamers’), and consumed by an audience o…

  • The Socio-Technical Entanglements of Live Streaming on TWITCH.TV

    Open Access•M R Johnson, Jamie Woodcock•ARTICLE•AoIR Selected Papers of Internet…•2020

    The website and platform Twitch.tv is the overwhelming market leader in the live broadcast (“streaming”) of user-created videos over the internet, known primarily for the streaming of video game play. In both 2016 and 2017 over two million people regularly broadcast on the platform, resulting in over a million years of video content in total viewed by over one hundred million people (Twitch, 2017). The deep newness of this phenomenon, alongside t…

  • Sociality and Monetization on Live Streaming Platforms

    Open Access•Nick Bowman, M R Johnson et al.•ARTICLE•AoIR Selected Papers of Internet…•2020

    This panel presents ongoing research into online “live streaming” platforms, which offer the live broadcast of individuals’ activities - primarily but not exclusively digital gameplay - over the internet to potentially massive worldwide audiences. The largest platform in this area (on which we focus) is Twitch.tv, already the 30th most-viewed website in the world, with comparable platforms boasting large viewing numbers in China, Korea, and Japan…

  • Agreement Between the OptoGait and Instrumented Treadmill System for the Quantification of Spatiotemporal Treadmill Running Parameters

    Open Access•Amy Weart, Erin M Miller et al.•ARTICLE•Frontiers in Sports and Active…•2020

    The measurement of spatiotemporal gait parameters is commonly utilized to assess gait in healthy and injured individuals. The OptoGait system is a portable system and can be mounted to a treadmill to collect data in a clinical, training, or research setting. The purpose of this method comparison study was to examine the agreement of spatiotemporal gait parameters calculated by the OptoGait compared to an instrumented treadmill system during runni…

  • Beauty and Power

    M R Johnson, Mark Johnson•BOOK•Beauty and Power•2020•Citada por: 3

    This compelling study of gender and sexual diversity in the Southern Philippines addresses general questions about the relationship between the making of gender and sexualities, the politics of national and ethnic identities and processes of cultural transformation in a world of contract labourers and transnational consumers. The book focuses, in particular, on the meaning and experience of local 'gays' -- transvestite/transgender-homosexual men …

  • Live Streamers on Twitch.tv as Social Media Influencers

    Jamie Woodcock, M R Johnson•ARTICLE•International Journal of…•2019•Citada por: 11•Referencias: 6

    Twitch.tv is one of the most successful online live streaming platforms in the world, with 200 million viewers, 2 million regular “streamers,” and a market value of over $1billion. In this paper, we offer a first conceptualization of streamers as social media influencers, and how effectively they can perform strategic communication for sponsors. We draw on extensive ethnographic research and over a hundred semi-structured interviews with streamer…

  • The Affective Labor and Performance of Live Streaming on Twitch.tv

    Open Access•Jamie Woodcock, M R Johnson•ARTICLE•Television & New Media•2019•Citada por: 30•Referencias: 8

    This article explores affective and immaterial labor on the leading live-streaming platform, Twitch.tv, which boasts over one hundred million regular viewers and two million regular broadcasters. This labor involves digitally mediated outward countenance, including being friendly to viewers, soliciting donations, building parasocial intimacy with spectators, and engaging audiences through humor. We offer an examination of streamers broadcasting a…

Siguiente
  • Resources, Group Conflict and Symbols

    Open Access•Lauren Mclaren, M R Johnson et al.•ARTICLE•Political Studies•2007•Citada por: 175•Referencias: 63

    This article analyses the causes of variation in attitudes to immigration policy in the UK. The key theoretical approaches emphasised are: the role of self-interest; group conflict over resources; and group conflict over important symbols of Britishness. The connection between perceptions of immigration and crime is also investigated. Based on the 2003 British Social Attitudes Survey, the findings indicate that self-interest has very little beari…

  • The Affective Labor and Performance of Live Streaming on Twitch.tv

    Open Access•Jamie Woodcock, M R Johnson•ARTICLE•Television & New Media•2019•Citada por: 30•Referencias: 8

    This article explores affective and immaterial labor on the leading live-streaming platform, Twitch.tv, which boasts over one hundred million regular viewers and two million regular broadcasters. This labor involves digitally mediated outward countenance, including being friendly to viewers, soliciting donations, building parasocial intimacy with spectators, and engaging audiences through humor. We offer an examination of streamers broadcasting a…

  • And Today's Top Donator is

    Open Access•M R Johnson, Jamie Woodcock•ARTICLE•Social Media + Society•2019•Citada por: 13•Referencias: 20

    This article examines cultural and economic behavior on live streaming platform Twitch.tv, and the monetization of live streamers' content production. Twitch is approximately the thirtieth most-viewed website in the world, with over 150 million spectators, and 2 million individuals around the world regularly broadcasting. Although less well-known than Facebook or Twitter, these figures demonstrate that Twitch has become a central part of the plat…

  • Live Streamers on Twitch.tv as Social Media Influencers

    Jamie Woodcock, M R Johnson•ARTICLE•International Journal of…•2019•Citada por: 11•Referencias: 6

    Twitch.tv is one of the most successful online live streaming platforms in the world, with 200 million viewers, 2 million regular “streamers,” and a market value of over $1billion. In this paper, we offer a first conceptualization of streamers as social media influencers, and how effectively they can perform strategic communication for sponsors. We draw on extensive ethnographic research and over a hundred semi-structured interviews with streamer…

  • The impacts of live streaming and Twitch.tv on the video game industry

    Open Access•M R Johnson, Jamie Woodcock•ARTICLE•Media Culture & Society•2019•Citada por: 11•Referencias: 30

    This article explores the growing importance of live streaming, specifically on website and platform Twitch.tv, to the games industry. We focus not on live streaming as a form of media production and consumption, but instead explore its newly central role in the contemporary political economy of the whole video games ecosystem. We explore three cases: streaming newly released games and the attendant role of streaming in informing consumer choice;…

  • Humour and Comedy in Digital Game Live Streaming

    Open Access•M R Johnson•ARTICLE•New Media & Society•2022•Citada por: 7•Referencias: 13

    This article considers the nature and functions of humour in digital game live streaming on Twitch. Most streamers and viewers seem uncomfortable with ‘serious’ in-game narrative content, resulting in weighty or emotional moments in games becoming sources of comedy and humour. Many also subvert the platform’s power dynamics by mocking community standards or the possibility of being banned, while some go even further and treat streamers themselves…

  • The gamblification of digital games

    Open Access•Tom Brock, M Johnson et al.•ARTICLE•Journal of Consumer Culture•2021•Citada por: 6•Referencias: 3

    The consumption of digital games has become increasingly "gamblified" (Gainsbury et al, 2015; Zanescu et al, 2020) in recent years. Due to the changes in media landscape such as the development of new forms of gambling via the Internet and mobile phones, consumers can now play games and gamble in real-time and from almost any location (Newall et al, 2019; King et al, 2010; Griffiths & Parke, 2010). The growing intersections between digital games,…

  • Video gaming as craft consumption

    Open Access•Tom Brock, M R Johnson•ARTICLE•Journal of Consumer Culture•2021•Citada por: 3•Referencias: 6

    This article repurposes Campbell’s (2005) concept of ‘the craft consumer’ to generate a new theory of video game consumption, which proposes that we identify the material practices typically associated with craft labour within acts of digital play. We draw on case studies from popular and community-driven video game titles including Dark Souls and Super Mario Maker to make our argument, suggesting that a grasp of the controls initiates material p…

  • Work, play, and precariousness

    Open Access•M R Johnson, Jamie Woodcock•ARTICLE•Media Culture & Society•2021•Citada por: 3•Referencias: 26

    Professionalised competitive digital gaming or ‘esports’ has grown to a point where millions of dollars are being awarded in competitions watched globally by tens of millions of viewers. Previous analyses of the phenomenon have examined the role(s) of labour in esports performed by various actors – players, tournament organisers, sponsors, game developers – but these have yet to be unified into a ‘big picture’ of esports labour, especially when c…

  • Beauty and Power

    M R Johnson, Mark Johnson•BOOK•Beauty and Power•2020•Citada por: 3

    This compelling study of gender and sexual diversity in the Southern Philippines addresses general questions about the relationship between the making of gender and sexualities, the politics of national and ethnic identities and processes of cultural transformation in a world of contract labourers and transnational consumers. The book focuses, in particular, on the meaning and experience of local 'gays' -- transvestite/transgender-homosexual men …

  • Teachers' smoking

    B R BEWLEY, M R Johnson et al.•ARTICLE•Journal of Epidemiology and…•1979•Citada por: 2•Referencias: 2

    Children take up smoking for many reasons and it is suggested that the example set by schoolteachers may have some influence. Smoking by male teachers appears to have some effect on boys' smoking, particularly in their first two years at secondary school. Thus, in any comprehensive study of what causes children to take up smoking and in any attempt to prevent this by means of health education, the influence of teachers as well as that of relative…

  • Teachers' smoking

    B R BEWLEY, M R Johnson et al.•ARTICLE•Journal of Epidemiology and…•1979•Citada por: 2•Referencias: 2

    Children take up smoking for many reasons and it is suggested that the example set by schoolteachers may have some influence. Smoking by male teachers appears to have some effect on boys' smoking, particularly in their first two years at secondary school. Thus, in any comprehensive study of what causes children to take up smoking and in any attempt to prevent this by means of health education, the influence of teachers as well as that of relative…

  • Beauty and Power

    Penny Van Esterik, M R Johnson et al.•ARTICLE•Journal of the Royal Anthropologica…•1999

  • Critical regionalities and the study of gender and sexual diversity in South East and East Asia

    M R Johnson, Mark Johnson et al.•ARTICLE•Culture Health & Sexuality•2000

    This paper argues the case for critical regional enquiries in East and South East Asia into the study of gender and sexual diversity. The concept of 'regions' is here seen as a partial and provisional way of describing both the various ways in which an area of the world is imagined as being separate and distinct, and of describing the flows of people, goods and ideas through which a particular region or world area is made. Further, it is suggeste…

  • Resources, Group Conflict and Symbols

    Open Access•Lauren Mclaren, M R Johnson et al.•ARTICLE•Political Studies•2007•Citada por: 175•Referencias: 63

    This article analyses the causes of variation in attitudes to immigration policy in the UK. The key theoretical approaches emphasised are: the role of self-interest; group conflict over resources; and group conflict over important symbols of Britishness. The connection between perceptions of immigration and crime is also investigated. Based on the 2003 British Social Attitudes Survey, the findings indicate that self-interest has very little beari…

  • Both 'One' and 'Other'

    M R Johnson, Mark Johnson et al.•ARTICLE•Nature and Culture•2008

    Cosmopolitans are frequently characterized as living and perceiving the world and their environment from a distance. Drawing on ethnographic work among a small group of Western migrants in Costa Rica, we complicate this portrayal in a number of ways. First, we demonstrate that these people think in similar kinds of ways as social theorists: they too are worried about living at a distance from place and are seeking what is, in their way of reckoni…

  • The Use of Ascii Graphics in Roguelikes

    Open Access•M R Johnson•ARTICLE•Games and Culture•2017•Referencias: 15

    This article explores the semiotics of the "roguelike" genre. Most roguelikes reject contemporary advances in graphical technology and instead present their worlds, items, and creatures as American Standard Code for Information Interchange (ASCII) characters. This article first considers why this unusual graphical style has endured over time and argues that it is an aesthetic construction of nostalgia that positions roguelikes within a clear hist…

  • Making Science Fiction Real

    Open Access•M R Johnson, Robert Mejia•ARTICLE•Journal of Virtual Worlds Research•2018

    In this paper, we argue that EVE Online is a fruitful site for exploring how the representational and political-economic elements of science fiction intersect to exert a sociocultural and political-economic force on the shape and nature of the future-present. EVE has been oft heralded for its economic and sociocultural complexity, and for employing a free market ethos and ethics in its game world. However, we by contrast seek not to consider how …

  • Casual Games Before Casual Games

    Open Access•M R Johnson•ARTICLE•Games and Culture•2018•Referencias: 3

    This article examines “paper puzzle games”—crosswords, Sudoku, Kakuro, word searches, and so forth—in order to historicize and contextualize “casual games,” complicate our notions of “casual” play, and open up paper puzzle games to game studies consideration for the first time. The article begins by identifying the dearth of literature on paper puzzle games and offers an initial examination of these games through the lens of casual games, play, a…

  • The biggest legal battle in UK casino history’

    Open Access•M R Johnson•ARTICLE•Social Studies of Science•2018•Referencias: 13

    Previous literature on cheating has focused on defining the concept, assigning responsibility to individual players, collaborative social processes or technical faults in a game's rules. By contrast, this paper applies an actor-network perspective to understanding 'cheating' in games, and explores how the concept is rhetorically effective in sociotechnical controversies. The article identifies human and nonhuman actors whose interests and propert…

  • Live Streamers on Twitch.tv as Social Media Influencers

    Jamie Woodcock, M R Johnson•ARTICLE•International Journal of…•2019•Citada por: 11•Referencias: 6

    Twitch.tv is one of the most successful online live streaming platforms in the world, with 200 million viewers, 2 million regular “streamers,” and a market value of over $1billion. In this paper, we offer a first conceptualization of streamers as social media influencers, and how effectively they can perform strategic communication for sponsors. We draw on extensive ethnographic research and over a hundred semi-structured interviews with streamer…

  • The Affective Labor and Performance of Live Streaming on Twitch.tv

    Open Access•Jamie Woodcock, M R Johnson•ARTICLE•Television & New Media•2019•Citada por: 30•Referencias: 8

    This article explores affective and immaterial labor on the leading live-streaming platform, Twitch.tv, which boasts over one hundred million regular viewers and two million regular broadcasters. This labor involves digitally mediated outward countenance, including being friendly to viewers, soliciting donations, building parasocial intimacy with spectators, and engaging audiences through humor. We offer an examination of streamers broadcasting a…

  • How do players understand video game hardware

    Open Access•Yinyi Luo, M R Johnson•ARTICLE•New Media & Society•2019•Referencias: 11

    This article explores how video game players talk about the technological hardware they use to play games. The games industry is known for deploying often confusing and unclear ‘tech-speak’ terminology to convey the supposed value of new gaming hardware, drawing on tropes of numerical objectivity, ‘upgrade culture’ and the implicit obsolescence of previous technological iterations. However, we show a divide between supposedly objective tech-speak…

  • The impacts of live streaming and Twitch.tv on the video game industry

    Open Access•M R Johnson, Jamie Woodcock•ARTICLE•Media Culture & Society•2019•Citada por: 11•Referencias: 30

    This article explores the growing importance of live streaming, specifically on website and platform Twitch.tv, to the games industry. We focus not on live streaming as a form of media production and consumption, but instead explore its newly central role in the contemporary political economy of the whole video games ecosystem. We explore three cases: streaming newly released games and the attendant role of streaming in informing consumer choice;…

  • And Today's Top Donator is

    Open Access•M R Johnson, Jamie Woodcock•ARTICLE•Social Media + Society•2019•Citada por: 13•Referencias: 20

    This article examines cultural and economic behavior on live streaming platform Twitch.tv, and the monetization of live streamers' content production. Twitch is approximately the thirtieth most-viewed website in the world, with over 150 million spectators, and 2 million individuals around the world regularly broadcasting. Although less well-known than Facebook or Twitter, these figures demonstrate that Twitch has become a central part of the plat…

  • Playful Work and Laborious Play in Super Mario Maker

    M R Johnson•ARTICLE•Digital Culture & Society•2020

    Super Mario Maker (2015) and its sequel Super Mario Maker 2 (2019) have enabled a near-unprecedented amount of user-created level design, with well over seven million stages created to date by players from around the world. Within this vast library of levels, those built according to “troll” or “kaizo” level design rationales - which expect impressive feats of physical ability, puzzle-solving, psychological deduction, and emotional calm from thei…

  • Disability and Mental Health as a Professional Live Streamer

    Open Access•M R Johnson•ARTICLE•AoIR Selected Papers of Internet…•2020

    In this paper I explore economic and inclusion opportunities for people with disabilities and mental health issues afforded by ‘live streaming’ ‒ the live broadcast of one’s activities over the internet to a globally dispersed audience. In both 2016 and 2017, the leading live streaming platform Twitch.tv broadcast over 500,000 years of video, which were produced by over two million regular broadcasters (‘streamers’), and consumed by an audience o…

  • The Socio-Technical Entanglements of Live Streaming on TWITCH.TV

    Open Access•M R Johnson, Jamie Woodcock•ARTICLE•AoIR Selected Papers of Internet…•2020

    The website and platform Twitch.tv is the overwhelming market leader in the live broadcast (“streaming”) of user-created videos over the internet, known primarily for the streaming of video game play. In both 2016 and 2017 over two million people regularly broadcast on the platform, resulting in over a million years of video content in total viewed by over one hundred million people (Twitch, 2017). The deep newness of this phenomenon, alongside t…

  • Sociality and Monetization on Live Streaming Platforms

    Open Access•Nick Bowman, M R Johnson et al.•ARTICLE•AoIR Selected Papers of Internet…•2020

    This panel presents ongoing research into online “live streaming” platforms, which offer the live broadcast of individuals’ activities - primarily but not exclusively digital gameplay - over the internet to potentially massive worldwide audiences. The largest platform in this area (on which we focus) is Twitch.tv, already the 30th most-viewed website in the world, with comparable platforms boasting large viewing numbers in China, Korea, and Japan…

  • Agreement Between the OptoGait and Instrumented Treadmill System for the Quantification of Spatiotemporal Treadmill Running Parameters

    Open Access•Amy Weart, Erin M Miller et al.•ARTICLE•Frontiers in Sports and Active…•2020

    The measurement of spatiotemporal gait parameters is commonly utilized to assess gait in healthy and injured individuals. The OptoGait system is a portable system and can be mounted to a treadmill to collect data in a clinical, training, or research setting. The purpose of this method comparison study was to examine the agreement of spatiotemporal gait parameters calculated by the OptoGait compared to an instrumented treadmill system during runni…

  • Beauty and Power

    M R Johnson, Mark Johnson•BOOK•Beauty and Power•2020•Citada por: 3

    This compelling study of gender and sexual diversity in the Southern Philippines addresses general questions about the relationship between the making of gender and sexualities, the politics of national and ethnic identities and processes of cultural transformation in a world of contract labourers and transnational consumers. The book focuses, in particular, on the meaning and experience of local 'gays' -- transvestite/transgender-homosexual men …

  • Behind the Streams

    Open Access•M R Johnson•ARTICLE•Games and Culture•2021

    The live streaming of digital and analogue gaming has emerged as a major new topic in games research. One element involves understanding the labour of streaming: studies to date have focused on examining the ‘on-camera’ labour of streamers, but what has yet to be examined is their ‘off-camera’ labour. This includes developing stream aesthetics, networking with other streamers and viewers, building communities on other platforms and management and…

  • The gamblification of digital games

    Open Access•Tom Brock, M Johnson et al.•ARTICLE•Journal of Consumer Culture•2021•Citada por: 6•Referencias: 3

    The consumption of digital games has become increasingly "gamblified" (Gainsbury et al, 2015; Zanescu et al, 2020) in recent years. Due to the changes in media landscape such as the development of new forms of gambling via the Internet and mobile phones, consumers can now play games and gamble in real-time and from almost any location (Newall et al, 2019; King et al, 2010; Griffiths & Parke, 2010). The growing intersections between digital games,…

  • Video gaming as craft consumption

    Open Access•Tom Brock, M R Johnson•ARTICLE•Journal of Consumer Culture•2021•Citada por: 3•Referencias: 6

    This article repurposes Campbell’s (2005) concept of ‘the craft consumer’ to generate a new theory of video game consumption, which proposes that we identify the material practices typically associated with craft labour within acts of digital play. We draw on case studies from popular and community-driven video game titles including Dark Souls and Super Mario Maker to make our argument, suggesting that a grasp of the controls initiates material p…

  • Work, play, and precariousness

    Open Access•M R Johnson, Jamie Woodcock•ARTICLE•Media Culture & Society•2021•Citada por: 3•Referencias: 26

    Professionalised competitive digital gaming or ‘esports’ has grown to a point where millions of dollars are being awarded in competitions watched globally by tens of millions of viewers. Previous analyses of the phenomenon have examined the role(s) of labour in esports performed by various actors – players, tournament organisers, sponsors, game developers – but these have yet to be unified into a ‘big picture’ of esports labour, especially when c…

  • Twitch, Fish, Pokémon and Plumbers

    Open Access•M R Johnson, Nathan J Jackson•ARTICLE•Convergence The International…•2022

    In this exploratory paper, we consider the phenomenon of gameplay live streaming by nonhumans. The live streaming of games, exemplified by the platform Twitch.tv, has emerged in recent years as a major and growing component of gaming culture. Although previous research has addressed some agential dimensions of streaming, scholarship has yet to examine the unusual phenomenon of watching streams lacking any kind of human agent. Ordinarily a human s…

Digital Games and Media (24 obras) · Computer Science (23 obras) · Sociology (22 obras) · Political science (18 obras) · Psychology (15 obras) · Business (12 obras) · Advertising (11 obras) · Multimedia (11 obras) · Social Psychology (10 obras) · Aesthetics (9 obras)

Ethnos_APP • Proyecto Open Source • Licencia MIT • Frontend v2.0.0 • Privacidad y Cookies • Documentación de la API: api.ethnos.app/docs • Código de la API: GitHub • DOI: 10.5281/zenodo.17049435 • Código del Frontend: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae