‘It’s like the gold rush’: the lives and careers of professional video game streamers on Twitch. tv MR Johnson, J Woodcock Information, Communication & Society 22 (3), 336-351, 2019 | 332 | 2019 |
The impacts of live streaming and Twitch. tv on the video game industry MR Johnson, J Woodcock Media, Culture & Society 41 (5), 670-688, 2019 | 281 | 2019 |
Gamification: What it is, and how to fight it J Woodcock, MR Johnson The Sociological Review 66 (3), 542-558, 2018 | 277 | 2018 |
The affective labor and performance of live streaming on Twitch. tv J Woodcock, MR Johnson Television & New Media 20 (8), 813-823, 2019 | 269 | 2019 |
“And Today’s Top Donator is”: How Live Streamers on Twitch.tv Monetize and Gamify Their Broadcasts MR Johnson, J Woodcock Social Media+ Society 5 (4), 2056305119881694, 2019 | 206 | 2019 |
Live Streamers on Twitch. tv as Social Media Influencers: Chances and Challenges for Strategic Communication J Woodcock, MR Johnson International Journal of Strategic Communication 13 (4), 321-335, 2019 | 206 | 2019 |
Inclusion and exclusion in the digital economy: disability and mental health as a live streamer on Twitch. tv MR Johnson Information, Communication & Society 22 (4), 506-520, 2019 | 162 | 2019 |
Work, play, and precariousness: An overview of the labour ecosystem of esports MR Johnson, J Woodcock Media, Culture & Society 43 (8), 1449-1465, 2021 | 67 | 2021 |
Gambling engagement mechanisms in Twitch live streaming B Abarbanel, MR Johnson International Gambling Studies, 1-21, 2020 | 65 | 2020 |
The gamblification of digital games T Brock, M Johnson Journal of Consumer Culture 21 (1), 3-13, 2021 | 57 | 2021 |
Esports consumer perspectives on match-fixing: implications for gambling awareness and game integrity B Abarbanel, MR Johnson International Gambling Studies 19 (2), 296-311, 2019 | 55 | 2019 |
The unpredictability of gameplay MR Johnson Bloomsbury Publishing USA, 2018 | 50 | 2018 |
Behind the streams: The off-camera labour of game live streaming MR Johnson Games and Culture 16 (8), 1001-1020, 2021 | 47 | 2021 |
The imperative to be seen: The moral economy of celebrity video game streaming on Twitch. tv MR Johnson, M Carrigan, T Brock First Monday 24 (8), 2019 | 45 | 2019 |
The anticipated futures of space tourism MR Johnson, D Martin Mobilities 11 (1), 135-151, 2016 | 43 | 2016 |
The ‘gambling turn’in digital game monetization MR Johnson, T Brock Journal of Gaming & Virtual Worlds 12 (2), 145-163, 2020 | 42 | 2020 |
Fighting games and Go: Exploring the aesthetics of play in professional gaming MR Johnson, J Woodcock Thesis Eleven 138 (1), 26-45, 2017 | 42 | 2017 |
Gamer identities of video game live streamers with disabilities SLR Anderson, MR Johnson Information, Communication & Society 25 (13), 1900-1915, 2022 | 29 | 2022 |
Worlds MR Johnson Procedural Generation in Game Design, 97-106, 2017 | 23* | 2017 |
The Use of ASCII Graphics in Roguelikes: Aesthetic Nostalgia and Semiotic Difference MR Johnson Games and Culture 12 (2), 115-135, 2017 | 21 | 2017 |