Nathan J Jackson
Biographic Data
| ID | 9341563 |
|---|---|
| NAME | Nathan J Jackson |
| GIVEN NAMES | Nathan J |
| FAMILY NAME | Jackson |
| SIGNATURE | JACKSON N J |
| AFFILIATIONS | UNSW Sydney |
| ORCID | 0000-0002-2561-4178 |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 6 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
“Lucrative yet destructive”
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…
Frictions and flows in Twitch’s platform economy
In this article we introduce 'capital flow' and 'capital friction' as terms that characterize features and user behaviours on internet platforms which encourage and discourage spending, respectively. We explore these via leading live streaming platform Twitch, where numerous platform features and normative behaviours both promote and downplay spending. This makes it an ideal site for understanding conflicting economic and social platform dynamics…
Twitch, Fish, Pokémon and Plumbers
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…
Understanding Memetic Media and Collective Identity Through Streamer Persona on Twitch.tv
Video game livestreamers on the leading platform Twitch.tv present a carefully curated version of themselves - negotiated in part via interactions with their viewers - resulting in collectively performed personas centred around individual streamers. These collective personas emerge from a combination of live performance, platform features including streamer-specific emoticons and audiovisual overlays, the games that streamers play, and how they p…
Sociality and Monetization on Live Streaming Platforms
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…
“I’ve Gotta Do It for the Bit”
Videogame livestreamers on the platform Twitch present a carefully curated version of themselves negotiated in part via interactions with their viewers. This persona is encoded not just through their live performance, but also through other platform features including streamer-specific emoticons and audio-visual overlays triggered by stream events such as donations and subscriptions. From these customisable features emerges a complicated feedback…
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Sociality and Monetization on Live Streaming Platforms
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…
“I’ve Gotta Do It for the Bit”
Videogame livestreamers on the platform Twitch present a carefully curated version of themselves negotiated in part via interactions with their viewers. This persona is encoded not just through their live performance, but also through other platform features including streamer-specific emoticons and audio-visual overlays triggered by stream events such as donations and subscriptions. From these customisable features emerges a complicated feedback…
Understanding Memetic Media and Collective Identity Through Streamer Persona on Twitch.tv
Video game livestreamers on the leading platform Twitch.tv present a carefully curated version of themselves - negotiated in part via interactions with their viewers - resulting in collectively performed personas centred around individual streamers. These collective personas emerge from a combination of live performance, platform features including streamer-specific emoticons and audiovisual overlays, the games that streamers play, and how they p…
Twitch, Fish, Pokémon and Plumbers
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…
Frictions and flows in Twitch’s platform economy
In this article we introduce 'capital flow' and 'capital friction' as terms that characterize features and user behaviours on internet platforms which encourage and discourage spending, respectively. We explore these via leading live streaming platform Twitch, where numerous platform features and normative behaviours both promote and downplay spending. This makes it an ideal site for understanding conflicting economic and social platform dynamics…
“Lucrative yet destructive”
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…
Digital Games and Media (6 works) · Computer Science (5 works) · Sociology (4 works) · Human–computer interaction (3 works) · Multimedia (3 works) · Sexuality, Behavior, and Technology (3 works) · World Wide Web (3 works) · Business (2 works) · Currency (2 works) · Epistemology (2 works)