Publications


 


Humour and Comedy in Digital Game Live Streaming

New Media and Society, 2022.

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Ethical Judgments of Esports Spectators Regarding Cheating in Competition

Convergence, 2022.

Journal Version

 


Twitch, Fish, Pokémon and Plumbers: Game Live Streaming by Nonhuman Actors

Convergence, 2022.

Journal Version

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Microtransaction politics in FIFA Ultimate Team: game fans, Twitch streamers, and Electronic Arts

EA Sports FIFA: Feeling the Game, 2022.

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Cultivation Play: Video Games and the Labor of Character Progression

Journal of Gaming and Virtual Worlds, 2021.

Journal Version

 

 


Videogaming as Craft Consumption

Journal of Consumer Culture, 2021.

Journal Version

 

 


Gamer Identities of Video Game Live Streamers with Disabilities

Information, Communication and Society, 2021.

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Work, Play and Precariousness: An Overview of the Labour Ecosystem of Esports

Media, Culture and Society, 2021.

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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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