Joseph Macey

Orcid: 0000-0002-9770-739X

According to our database1, Joseph Macey authored at least 26 papers between 2017 and 2024.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of five.

Timeline

Legend:

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PhD thesis 
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Bibliography

2024
A conceptual framework for understanding and identifying gamblified experiences.
Comput. Hum. Behav., March, 2024

Gamblification: A definition.
New Media Soc., 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

Introduction to the Minitrack on Streaming Media in Entertainment.
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023

Gambling in Digital Games and Esports: A Scoping Review.
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
Does esports spectating influence game consumption?
Behav. Inf. Technol., 2022

Virtual reality in emotion regulation: A scoping review.
Proceedings of the 6th International GamiFIN Conference, Tampere, Finland, April 26-29, 2022, 2022

Forests in Digital Games - An Ecocritical Framework.
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
Digital athletics in analogue stadiums.
Internet Res., 2020

"Empathy machine": how virtual reality affects human rights attitudes.
Internet Res., 2020

2019
eSports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling.
New Media Soc., 2019

The ingredients of Twitch streaming: Affordances of game streams.
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
Investigating relationships between video gaming, spectating esports, and gambling.
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

Online Abuse and Age in Dota 2.
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


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