Joseph Macey

Joseph Macey
University of Turku | UTU

Doctor of Philosophy

About

31
Publications
35,088
Reads
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808
Citations
Citations since 2017
31 Research Items
808 Citations
2017201820192020202120222023050100150200250
2017201820192020202120222023050100150200250
2017201820192020202120222023050100150200250
2017201820192020202120222023050100150200250
Additional affiliations
April 2016 - present
Tampere University
Position
  • Researcher

Publications

Publications (31)
Conference Paper
Full-text available
The convergence of gaming and gambling has become increasingly prominent in recent years, most notably in the context of esports. Consequently, there has been a recent surge of literature investigating this phenomenon. This convergence is often driven by the commercial advantages it offers, yet there are concerns over the effects of mixing gambling...
Conference Paper
Full-text available
Academic research investigating virtual reality (VR) is growing rapidly; as a result of VR becoming more easily accessible, it has become a more viable tool for helping individuals regulate their emotions. This research aims to provide an overview of the field and the contexts in which VR has been implemented to facilitate emotion regulation. Resul...
Article
Full-text available
Background and aims: Loot boxes are in-game items which distribute rewards to players via random-number generation; many games require players to make in-game payments to access their contents. The combination of financial outlay and random rewards has raised concern about similarities to gambling. This debate paper presents a series of themes ide...
Article
Full-text available
In recent years, gambling has become increasingly prominent in everyday life; the term ‘gamblification’ first emerged in the late 2000s and was used to describe the colonisation of sports and sporting cultures by the gambling industry. Since that time, gamblification has been used to describe a range of phenomena in increasingly diffuse contexts; i...
Article
Full-text available
Aims: The aim of the paper is to explore emerging themes, which support the development of a sustainable esports industry. Methods and results: This study is based on a workshop methodology, which aims to identify and explore topics perceived as most pertinent by individuals with an intimate understanding of the dynamics of the esports context. Tw...
Article
During recent years, while electronic sports (esports) has increasingly become a positive mainstream cultural phenomenon, it also may have several socio-economic implications, such as the growth of esports betting. Much like betting in sport, betting on esports has become a prominent form of gambling. However, there is still a paucity of knowledge...
Chapter
Full-text available
Loot boxes are a common monetization mechanic in the contemporary games industry. However, an increasing number of regulatory bodies have been investigating loot boxes, with several having concluded that they constitute gambling. There is, however, a lack of consensus, with some authorities concentrating on the way loot boxes are obtained, while ot...
Conference Paper
Full-text available
Recent years have seen increasing academic attention to the ways in which the convergence of video gaming and gambling creates novel activities, relationships, and business practices. The scale and pace of this convergence has been such that observers have referenced not only the gamification of gambling but, additionally, the gamblification of gam...
Chapter
Very few contemporary television programs provoke spirited responses quite like the dystopian series Black Mirror. This provocative program, infamous for its myriad apocalyptic portrayals of humankind's relationship with an array of electronic and digital technologies, has proven quite adept at offering insightful commentary on a number of issues c...
Preprint
Full-text available
This chapter analyses the episode “Playtest”, one self-evidently concerned with video games; aside from the overt use of games to drive the narrative arc of the story, the episode contains numerous references to games, both subtle and explicit. Central to our interpretation of this episode is the gamification of society and the wider cultural logic...
Article
Full-text available
Contemporary digital technologies have facilitated practices related to games whereby users often produce and consume content for free. To date, research into consumer interactions has largely focused on in-game factors, however, the intention to both play the game and to make in-game purchases are influenced by outside factors, including game stre...
Article
Full-text available
Purpose This study aims to investigate how media content consumed through immersive technology may evoke changes in human rights attitudes. It has been proposed that our inability to empathize with others could be overcome by stepping into another's shoes. “Immersive journalism” has been postulated as being able to place us into the shoes of those...
Research
Full-text available
During recent years, while electronic sports (esports) has increasingly become a positive mainstream cultural phenomenon, it also may have several socioeconomic implications, such as the growth of esports betting. Much like betting in sport, betting on esports has become a prominent form of gambling. However, there is still a paucity of knowledge o...
Article
This study provides an overview of the interactions between the playing of digital games, gambling activities and Social Casino Games (SCG) in the Finnish context. Earlier studies of SCG playing have predominantly focused on US and Australian markets, and have not included digital gaming in examinations. This study uses cross-tabulation to analyze...
Article
Full-text available
The parallel media related to sports, gaming and gambling are expanding, exemplified by the emergence of esports and game-related gambling (e.g. loot boxes, esports betting). The increasing convergence of these phenomena means it is essential to understand how they interact. Given the expanding consumer base of esports, it is important to know how...
Article
Full-text available
Purpose Esports (electronic sports) are watched by hundreds of millions of people every year and many esports have overtaken large traditional sports in spectator numbers. The purpose of this paper is to investigate spectating differences between online spectating of esports and live attendance of esports events. This is done in order to further un...
Article
Full-text available
"Gamblification" is a rapidly emerging form of media convergence between the more chance-based activity of gambling and the more skill-based activity of (video) gaming, for example in the competitive video gaming known as esports. The marriage of video gaming and gambling has been theorized as bringing about new forms of gambling-related cognitive...
Research
Full-text available
Project Report - esports
Conference Paper
Full-text available
The use of loot boxes is endemic in contemporary games, having originated in the free-to-play games of China and Japan they are now a common feature in almost every type of business model and genre. Primarily used to increase monetisation they are not without controversy as they have been accused of driving a "pay-to-win" approach to gaming and hav...
Conference Paper
Full-text available
This work examined experiences and perceptions of verbal abuse in an online game, Dota 2, in regard to age. A dataset (n=364) was gathered via an online survey with a normal age distribution, but skewed to male respondents. Statistically significant relationships were found between age and: perception of seriousness of communication abuse, number o...
Conference Paper
Full-text available
This study used PLS-SEM to analyse data (n = 613) collected via an online survey, in order to investigate potential relationships between gambling related cognitive fallacies, or miscognitions, and both participation in gambling and problematic gambling behaviour in the target population. Statistically significant relationships were found to exist...
Conference Paper
Full-text available
There is no doubt that various social media services shape the ways in which we approach our daily lives. The ubiquitous nature of these services, afforded by mobile devices, means that we can take them with us wherever we go --- including when we attend live events. Uncovering why individuals use social media during live events can help improve ev...
Article
Full-text available
Twenty years since the Internet transformed gambling products and services, the convergence of online games and gambling has initiated a new means of consuming Internet-based media. Gambling specifically connected to eSports is a significant development, not only offering a new avenue for existing gambling products to be inserted into gaming media...
Article
An established body of research exists in which playing video games has been associated with potentially problematic behaviours, such as gambling. An issue highlighted by the recent emergence of game-based gambling practices such as loot boxes, social network casinos, free-to-play game mechanics, and gambling using virtual goods and skins. This stu...
Article
While video games have been widely investigated from the perspective of play, an emerging online media phenomenon is the spectating of video game play, captivating millions of users daily. This study investigates the relationship of video game genres, content type and viewer gratification in the context of live gaming. To study this phenomenon, we...

Network

Cited By

Projects

Project (1)
Project
Streaming & eSports