Publications


 


Behind the Streams: The Off-Camera Labour of Twitch.tv Live Streamers

Games and Culture, 2021.

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The Gamblification of Digital Games

Journal of Consumer Culture, 2021.

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Playful Work and Laborious Play in Super Mario Maker

Digital Culture & Society, 2020.

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The “Gambling Turn” in Digital Game Development

Journal of Gaming and Virtual Worlds, 2020.

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Gambling engagement mechanisms in Twitch live streaming

International Gambling Studies, 2020.

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The Place of Culture, Society and Politics in Video Game World-Building

World-Builders on World-Building: An Exploration of Subcreation, 2020.

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Live Streamers on Twitch.tv as Social Media Influencers: Chances and Challenges for Strategic Communication

International Journal of Strategic Communication, 2019.

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Deep play and dark play in contemporary cinema

New Review of Film and Television Studies, 2019.

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How do players understand video game hardware: Tactility or tech-speak?

New Media & Society, 2019.

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“And Today’s Top Donator is”: How Live Streamers on Twitch.tv Monetize and Gamify Their Broadcasts

Social Media + Society, 2019.

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The Imperative to be Seen: the Moral Economy of Celebrity Video Game Streaming on Twitch.tv

First Monday, 2019.

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

Television and New Media, 2019.

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Esports Consumer Perspectives on Match-Fixing: Implications for Gambling Awareness and Game Integrity

International Gambling Studies, 2019.

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Fifteen Million Merits: Gamification, Spectacle, and Neoliberal Aspiration

Through the Black Mirror: Deconstructing the Side Effects of the Digital Age, 2019.

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The Impacts of Live Streaming and Twitch.tv on the Video Game Industry

Media, Culture and Society, 2018.

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Casual Games before Casual Games: Historicizing Paper Puzzle Games in an Era of Digital Play

Games and Culture, 2018.

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The Unpredictability of Gameplay

Bloomsbury Academic, 2018.

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Inclusion and Exclusion in the Digital Economy: Disability and Mental Health as a Live Streamer on Twitch.tv

Information, Communication and Society, 2018.

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“The Biggest Legal Battle in UK Casino History”: Processes and Politics of “Cheating” in Sociotechnical Networks

Social Studies of Science, 2018.

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Megastructures, Superweapons and Global Architectures in Science Fiction Computer Games

Economic Science Fictions, Goldsmiths Press, 2018.

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Gaming-Value and Culture-Value: Understanding how Players Account for Videogame Purchases

Convergence, 2017.

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“It's like the Gold Rush”: The Lives and Careers of Professional Video Game Streamers on Twitch.tv

Information, Communication and Society, 2017.

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Gamification: What it is, and how to fight it

The Sociological Review, 2017.

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Making Science Fiction Real: Neoliberalism, Real-Life and Esports in EVE Online

Journal of Virtual Worlds Research, 2017.

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Fighting games and Go: Exploring the aesthetics of play in professional gaming

Thesis Eleven, 2017.

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The History of Cyberspace Aesthetics in Video Games

Cyberpunk and Visual Culture, Routledge, 2017.

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"Names and Labels" and "Glitches and Lag"

Avatar, Assembled: The Sociotechnical Anatomy of Digital Bodies, Peter Lang Press, 2017.

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"Capsuleer", "Gandhi", "Kane"

100 Greatest Video Game Characters, Rowman & Littlefield, 2017.

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"Command and Conquer", "Dark Souls", "Half Life", "Halo", "Roguelikes"

100 Greatest Video Game Franchises, Rowman & Littefield, 2017.

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"Worlds", "AI" and "Meaning"

Procedural Generation in Game Design, CRC Press, 2017.

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Integrating Handmade and Procedural Level Design

Level Design: Processes and Experiences, CRC Press, 2017.

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Bullet Hell: The Globalized Growth of Danmaku Games

Video Games in East Asia, Palgrave Macmillan, 2017.

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Comparing the Professionalization of Pro Gamblers and Pro Video Game Players

UNLV Occasional Paper Series, 2017.

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The Use of ASCII Graphics in Roguelikes: Aesthetic Nostalgia and Semiotic Difference

Games and Culture, 2015.

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