Publications
“You can’t work for somebody who doesn’t exist”: The Decline of Games Journalism and the Rise of Gaming Podcasts.
Games & Culture, Forthcoming.
Twitch: From Esports to Everything
Digital Media Worlds: Globalization and Popular Culture in the 21st Century, Forthcoming.
Esports Gambling
Handbook of Esports, Forthcoming.
Depictions of Cyberwarfare and Military Media Strategy in “Command and Conquer”
Depictions of Power: Strategy and Management Games, Forthcoming.
Esports and Game Streaming
Handbook of Media Entertainment, Forthcoming.
Frictions and Flows in Twitch’s Platform Economy: Viewer Spending, Platform Features and User Behaviours
Information, Communication and Society, 2024.
When Darwin Met Lovecraft: Generating Mystery and Discovery in The Curious Expedition
The Rise of the Roguelite: Essays on a Gaming Phenomenon, Forthcoming.
Inclusivity and Diversity in “Actual Play”: Studying “The Adventure Zone”
Journal of Gaming and Virtual Worlds, 2024.
Top-Down and Bottom-Up: Esports Tensions in Australia and Singapore
Esports in the Asia-Pacific – Ecosystem, Communities and Identities, 2023.
Humour and Comedy in Digital Game Live Streaming
New Media and Society, 2022.
Ethical Judgments of Esports Spectators Regarding Cheating in Competition
Convergence, 2022.
Twitch, Fish, Pokémon and Plumbers: Game Live Streaming by Nonhuman Actors
Convergence, 2022.
Microtransaction politics in FIFA Ultimate Team: game fans, Twitch streamers, and Electronic Arts
EA Sports FIFA: Feeling the Game, 2022.
Cultivation Play: Video Games and the Labor of Character Progression
Journal of Gaming and Virtual Worlds, 2021.
Gamer Identities of Video Game Live Streamers with Disabilities
Information, Communication and Society, 2021.
Work, Play and Precariousness: An Overview of the Labour Ecosystem of Esports
Media, Culture and Society, 2021.
Behind the Streams: The Off-Camera Labour of Twitch.tv Live Streamers
Games and Culture, 2021.
Playful Work and Laborious Play in Super Mario Maker
Digital Culture & Society, 2020.
The “Gambling Turn” in Digital Game Development
Journal of Gaming and Virtual Worlds, 2020.
Gambling engagement mechanisms in Twitch live streaming
International Gambling Studies, 2020.
The Place of Culture, Society and Politics in Video Game World-Building
World-Builders on World-Building: An Exploration of Subcreation, 2020.
Live Streamers on Twitch.tv as Social Media Influencers: Chances and Challenges for Strategic Communication
International Journal of Strategic Communication, 2019.
Deep play and dark play in contemporary cinema
New Review of Film and Television Studies, 2019.
How do players understand video game hardware: Tactility or tech-speak?
New Media & Society, 2019.
“And Today’s Top Donator is”: How Live Streamers on Twitch.tv Monetize and Gamify Their Broadcasts
Social Media + Society, 2019.
The Imperative to be Seen: the Moral Economy of Celebrity Video Game Streaming on Twitch.tv
First Monday, 2019.
The Affective Labor and Performance of Live Streaming on Twitch.tv
Television and New Media, 2019.
Esports Consumer Perspectives on Match-Fixing: Implications for Gambling Awareness and Game Integrity
International Gambling Studies, 2019.
Fifteen Million Merits: Gamification, Spectacle, and Neoliberal Aspiration
Through the Black Mirror: Deconstructing the Side Effects of the Digital Age, 2019.
The Impacts of Live Streaming and Twitch.tv on the Video Game Industry
Media, Culture and Society, 2018.
Casual Games before Casual Games: Historicizing Paper Puzzle Games in an Era of Digital Play
Games and Culture, 2018.
Inclusion and Exclusion in the Digital Economy: Disability and Mental Health as a Live Streamer on Twitch.tv
Information, Communication and Society, 2018.
“The Biggest Legal Battle in UK Casino History”: Processes and Politics of “Cheating” in Sociotechnical Networks
Social Studies of Science, 2018.
Megastructures, Superweapons and Global Architectures in Science Fiction Computer Games
Economic Science Fictions, Goldsmiths Press, 2018.
Gaming-Value and Culture-Value: Understanding how Players Account for Videogame Purchases
Convergence, 2017.
“It's like the Gold Rush”: The Lives and Careers of Professional Video Game Streamers on Twitch.tv
Information, Communication and Society, 2017.
Gamification: What it is, and how to fight it
The Sociological Review, 2017.
Making Science Fiction Real: Neoliberalism, Real-Life and Esports in EVE Online
Journal of Virtual Worlds Research, 2017.
Fighting games and Go: Exploring the aesthetics of play in professional gaming
Thesis Eleven, 2017.
The History of Cyberspace Aesthetics in Video Games
Cyberpunk and Visual Culture, Routledge, 2017.
Integrating Handmade and Procedural Level Design
Level Design: Processes and Experiences, CRC Press, 2017.
Bullet Hell: The Globalized Growth of Danmaku Games
Video Games in East Asia, Palgrave Macmillan, 2017.
Comparing the Professionalization of Pro Gamblers and Pro Video Game Players
UNLV Occasional Paper Series, 2017.
The Use of ASCII Graphics in Roguelikes: Aesthetic Nostalgia and Semiotic Difference
Games and Culture, 2015.