Joseph Macey
Orcid: 0000-0002-9770-739X
According to our database1,
Joseph Macey
authored at least 26 papers
between 2017 and 2024.
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Bibliography
2024
Comput. Hum. Behav., March, 2024
Corrigendum to "A conceptual framework for understanding and identifying gamblified experiences" [Computers in Human Behavior 152 (2024) 108087.
Comput. Hum. Behav., 2024
Digital Technologies and Human Consciousness: A Futures Workshop for Exploring Potential Implications.
Proceedings of the 27th International Academic Mindtrek Conference, 2024
A Typology for Identifying Digitally-Induced Altered States of Consciousness Through Input Discrepancy.
Proceedings of the 27th International Academic Mindtrek Conference, 2024
2023
A Ruse by Any Other Name: Comparing Loot Boxes and Collectible Card Games Using Magic Arena.
Proc. ACM Hum. Comput. Interact., 2023
Legitimizing the game: how gamers' personal experiences shape the emergence of grassroots collective action in esports.
Internet Res., 2023
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023
Digitally-Induced Altered States of Consciousness and Playful HCI: Future Research Agenda of a Novel Perspective.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023
2022
Proceedings of the 6th International GamiFIN Conference, Tampere, Finland, April 26-29, 2022, 2022
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022
2021
What predicts esports betting? A study on consumption of video games, esports, gambling and demographic factors.
New Media Soc., 2021
Relationships between the consumption of gamblified media and associated gambling activities in a sample of esports fans.
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021
Aiming for validity: The experience of conflicts in legitimacy judgments in esports actors and new grassroots activism.
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021
2020
Internet Res., 2020
2019
eSports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling.
New Media Soc., 2019
Comput. Hum. Behav., 2019
The Games We Play: Relationships between game genre, business model and loot box opening.
Proceedings of the 3rd International GamiFIN Conference, Levi, Finland, April 8-10, 2019., 2019
2018
Comput. Hum. Behav., 2018
Liking the Game: How Can Spectating Motivations Influence Social Media Usage at Live Esports Events?
Proceedings of the 9th International Conference on Social Media and Society, 2018
Proceedings of the 22nd International Academic Mindtrek Conference, 2018
A game of skill?: Miscognitions and problematic behaviour in video game players who gamble.
Proceedings of the 2nd International GamiFIN Conference, Pori, Finland, May 21-23, 2018., 2018
2017
Content structure is king: An empirical study on gratifications, game genres and content type on Twitch.
Comput. Hum. Behav., 2017