Joseph Macey
Biographic Data
| ID | 790883 |
|---|---|
| NAME | Joseph Macey |
| GIVEN NAMES | Joseph |
| FAMILY NAME | Macey |
| SIGNATURE | MACEY J |
| AFFILIATIONS | Tampere University |
| ORCID | 0000-0002-9770-739X |
| VERIFIED | Yes |
| TOTAL WORKS | 11 |
| TOTAL CITATIONS | 52 |
| AUTHOR COUNT | 11 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2018 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 5 |
Virtual empowerment: Manipulating height in virtual reality affects self-related cognitions and personal speech performance evaluation
Social performance situations, often crucial and expected in today’s work contexts, can be perceived as highly challenging and stressful. Therefore, experiencing anxiety in public speaking situations can have a negative impact on individuals’ working lives and career prospects. Virtual reality environments offer novel means to practise public speaking anywhere, safely and privately, and to replace simulations with more dynamic and innovative trai…
Paying, Playing, and Spectating: Relationships Between Digital Game Play and Spectating Esports
The association between playing digital games and watching esports has, to date, been an explicit assumption of many works, specifically that there is a strong and direct correlation between playing games and watching esports. The conflation of game play and esports serves to create conceptual confusion and a lack of clarity in research, both in HCI and beyond. This exploratory, atheoretical work demonstrates that some correlations exist between …
A conceptual framework for understanding and identifying gamblified experiences
Gamblification, i.e. the use of gambling as a tool to influence consumer decision-making, has most recently been associated with the monetisation of digital games. Yet, despite such implementations receiving the majority of attention, gamblification is not restricted to this context. Indeed, it is becoming increasingly visible across a range of media products and services, with the potential to be used to achieve pro-social as well as commercial …
Increased volatility in video poker results in more winning players but shorter winning streaks – Evidence from simulations
Legitimizing the game: How gamers' personal experiences shape the emergence of grassroots collective action in esports
Purpose This paper studies early stages of actor mobilization for institutional change within Swedish esports. Design/methodology/approach The authors employ interpretative phenomenological analysis. Findings The authors’ findings explain how actors become motivated to act in critical reflections linked to conflicting legitimacy judgments and emotionally charged personal struggles. Moreover, the findings show how, as actors get activated in colle…
How can the potential harms of loot boxes be minimised: Proposals for understanding and addressing issues at a national level
Gamblification: A definition
In recent years, gambling has become increasingly prominent in everyday life; the term ‘gamblification’ first emerged in the late 2000s and was used to describe the colonisation of sports and sporting cultures by the gambling industry. Since that time, gamblification has been used to describe a range of phenomena in increasingly diffuse contexts; it has been variously used as a proxy for the convergence of gaming and gambling, to describe specifi…
What predicts esports betting? A study on consumption of video games, esports, gambling and demographic factors
The parallel media related to sports, gaming and gambling are expanding, exemplified by the emergence of esports and game-related gambling (e.g. loot boxes, esports betting). The increasing convergence of these phenomena means it is essential to understand how they interact. Given the expanding consumer base of esports, it is important to know how individuals’ backgrounds and consumption of game media may lead to esports betting. This study emplo…
Digital athletics in analogue stadiums: Comparing gratifications for engagement between live attendance and online esports spectating
Purpose Esports (electronic sports) are watched by hundreds of millions of people every year and many esports have overtaken large traditional sports in spectator numbers. The purpose of this paper is to investigate spectating differences between online spectating of esports and live attendance of esports events. This is done in order to further understand attendance behaviour for a cultural phenomenon that is primarily mediated through internet …
Empathy machine”: How virtual reality affects human rights attitudes
Purpose This study aims to investigate how media content consumed through immersive technology may evoke changes in human rights attitudes. It has been proposed that our inability to empathize with others could be overcome by stepping into another's shoes. “Immersive journalism” has been postulated as being able to place us into the shoes of those whose feelings and experiences are distant to us. While virtual reality (VR) and 360-degree news vid…
ESports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling
Twenty years since the Internet transformed gambling products and services, the convergence of online games and gambling has initiated a new means of consuming Internet-based media. Gambling specifically connected to eSports is a significant development, not only offering a new avenue for existing gambling products to be inserted into gaming media but also affording several novel experiences (e.g. skins and loot boxes). This study assesses partic…
ESports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling
Twenty years since the Internet transformed gambling products and services, the convergence of online games and gambling has initiated a new means of consuming Internet-based media. Gambling specifically connected to eSports is a significant development, not only offering a new avenue for existing gambling products to be inserted into gaming media but also affording several novel experiences (e.g. skins and loot boxes). This study assesses partic…
Empathy machine”: How virtual reality affects human rights attitudes
Purpose This study aims to investigate how media content consumed through immersive technology may evoke changes in human rights attitudes. It has been proposed that our inability to empathize with others could be overcome by stepping into another's shoes. “Immersive journalism” has been postulated as being able to place us into the shoes of those whose feelings and experiences are distant to us. While virtual reality (VR) and 360-degree news vid…
Digital athletics in analogue stadiums: Comparing gratifications for engagement between live attendance and online esports spectating
Purpose Esports (electronic sports) are watched by hundreds of millions of people every year and many esports have overtaken large traditional sports in spectator numbers. The purpose of this paper is to investigate spectating differences between online spectating of esports and live attendance of esports events. This is done in order to further understand attendance behaviour for a cultural phenomenon that is primarily mediated through internet …
Legitimizing the game: How gamers' personal experiences shape the emergence of grassroots collective action in esports
Purpose This paper studies early stages of actor mobilization for institutional change within Swedish esports. Design/methodology/approach The authors employ interpretative phenomenological analysis. Findings The authors’ findings explain how actors become motivated to act in critical reflections linked to conflicting legitimacy judgments and emotionally charged personal struggles. Moreover, the findings show how, as actors get activated in colle…
Gamblification: A definition
In recent years, gambling has become increasingly prominent in everyday life; the term ‘gamblification’ first emerged in the late 2000s and was used to describe the colonisation of sports and sporting cultures by the gambling industry. Since that time, gamblification has been used to describe a range of phenomena in increasingly diffuse contexts; it has been variously used as a proxy for the convergence of gaming and gambling, to describe specifi…
What predicts esports betting? A study on consumption of video games, esports, gambling and demographic factors
The parallel media related to sports, gaming and gambling are expanding, exemplified by the emergence of esports and game-related gambling (e.g. loot boxes, esports betting). The increasing convergence of these phenomena means it is essential to understand how they interact. Given the expanding consumer base of esports, it is important to know how individuals’ backgrounds and consumption of game media may lead to esports betting. This study emplo…
Paying, Playing, and Spectating: Relationships Between Digital Game Play and Spectating Esports
The association between playing digital games and watching esports has, to date, been an explicit assumption of many works, specifically that there is a strong and direct correlation between playing games and watching esports. The conflation of game play and esports serves to create conceptual confusion and a lack of clarity in research, both in HCI and beyond. This exploratory, atheoretical work demonstrates that some correlations exist between …
ESports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling
Twenty years since the Internet transformed gambling products and services, the convergence of online games and gambling has initiated a new means of consuming Internet-based media. Gambling specifically connected to eSports is a significant development, not only offering a new avenue for existing gambling products to be inserted into gaming media but also affording several novel experiences (e.g. skins and loot boxes). This study assesses partic…
What predicts esports betting? A study on consumption of video games, esports, gambling and demographic factors
The parallel media related to sports, gaming and gambling are expanding, exemplified by the emergence of esports and game-related gambling (e.g. loot boxes, esports betting). The increasing convergence of these phenomena means it is essential to understand how they interact. Given the expanding consumer base of esports, it is important to know how individuals’ backgrounds and consumption of game media may lead to esports betting. This study emplo…
Digital athletics in analogue stadiums: Comparing gratifications for engagement between live attendance and online esports spectating
Purpose Esports (electronic sports) are watched by hundreds of millions of people every year and many esports have overtaken large traditional sports in spectator numbers. The purpose of this paper is to investigate spectating differences between online spectating of esports and live attendance of esports events. This is done in order to further understand attendance behaviour for a cultural phenomenon that is primarily mediated through internet …
Empathy machine”: How virtual reality affects human rights attitudes
Purpose This study aims to investigate how media content consumed through immersive technology may evoke changes in human rights attitudes. It has been proposed that our inability to empathize with others could be overcome by stepping into another's shoes. “Immersive journalism” has been postulated as being able to place us into the shoes of those whose feelings and experiences are distant to us. While virtual reality (VR) and 360-degree news vid…
How can the potential harms of loot boxes be minimised: Proposals for understanding and addressing issues at a national level
Gamblification: A definition
In recent years, gambling has become increasingly prominent in everyday life; the term ‘gamblification’ first emerged in the late 2000s and was used to describe the colonisation of sports and sporting cultures by the gambling industry. Since that time, gamblification has been used to describe a range of phenomena in increasingly diffuse contexts; it has been variously used as a proxy for the convergence of gaming and gambling, to describe specifi…
Increased volatility in video poker results in more winning players but shorter winning streaks – Evidence from simulations
Legitimizing the game: How gamers' personal experiences shape the emergence of grassroots collective action in esports
Purpose This paper studies early stages of actor mobilization for institutional change within Swedish esports. Design/methodology/approach The authors employ interpretative phenomenological analysis. Findings The authors’ findings explain how actors become motivated to act in critical reflections linked to conflicting legitimacy judgments and emotionally charged personal struggles. Moreover, the findings show how, as actors get activated in colle…
A conceptual framework for understanding and identifying gamblified experiences
Gamblification, i.e. the use of gambling as a tool to influence consumer decision-making, has most recently been associated with the monetisation of digital games. Yet, despite such implementations receiving the majority of attention, gamblification is not restricted to this context. Indeed, it is becoming increasingly visible across a range of media products and services, with the potential to be used to achieve pro-social as well as commercial …
Virtual empowerment: Manipulating height in virtual reality affects self-related cognitions and personal speech performance evaluation
Social performance situations, often crucial and expected in today’s work contexts, can be perceived as highly challenging and stressful. Therefore, experiencing anxiety in public speaking situations can have a negative impact on individuals’ working lives and career prospects. Virtual reality environments offer novel means to practise public speaking anywhere, safely and privately, and to replace simulations with more dynamic and innovative trai…
Paying, Playing, and Spectating: Relationships Between Digital Game Play and Spectating Esports
The association between playing digital games and watching esports has, to date, been an explicit assumption of many works, specifically that there is a strong and direct correlation between playing games and watching esports. The conflation of game play and esports serves to create conceptual confusion and a lack of clarity in research, both in HCI and beyond. This exploratory, atheoretical work demonstrates that some correlations exist between …
Digital Games and Media (9 works) · Psychology (9 works) · Computer Science (7 works) · Gambling Behavior and Treatments (7 works) · Sociology (7 works) · Advertising (4 works) · Business (4 works) · Social Psychology (4 works) · Social science (4 works) · Multimedia (3 works)