Dr Mark Johnson
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Dr Mark Johnson

Senior Lecturer in Digital Cultures
Discipline of Media and Communications
Dr Mark Johnson

Dr Mark Johnson is Senior Lecturer in Digital Cultures in the Discipline of Media and Communications. He is the Co-Director of the University of Sydney Game and Play Lab and a globally leading authority on website Twitch.tv, and game live streaming / live streaming more generally. He has published extensively on these topics, as well as on esports and competitive gaming, and the gamblification of digital games. Alongside his academic research Dr Johnson is also an independent game developer, a regular games blogger and podcaster, and a commentator on gaming news in radio, print and television. He is best known outside the academy as the developer of the roguelike game Ultima Ratio Regum, and he tweets regularly about games research and game design from mrj_games.

Before coming to Sydney Dr Johnson completed his doctoral work in sociology at the University of York in England, after which he took up postdoctoral positions at the University of York, Goldsmiths College University of London, and the University of Alberta. He joined the University of Sydney in 2019.

Twitch and game live streaming, especially labour, monetisation, culture, gambling, and contrasts and comparisons across cultural, linguistic, and nation boundaries.

Esports, especially labour and gamer culture.

Game design, especially "masocore" games, worldbuilding, and procedural content generation.

Platform studies, in particular monetization methods, governance and infrastructure regimes, algorithms and recommendation systems, digital stores and marketplaces, and content creation.

  • ARIN3640 - Games and Play (2022-Present)
  • ARIN6905 - Digital Creators and Audiences (2020-Present)
  • ARIN3620 - Researching Digital Cultures (2020-2021, 2024)

Gambling live streaming - Dr Johnson is currently carrying out the first major research project into gambling-related live streams on sites like Twitch and Kick. Generously funded by the New South Wales Office of Responsible Gambling, this study is deploying a comprehensive mixed-methods approach to survey viewers of gambling channels; interview gambling live streamers themselves; study news and coverage of the controversies around gambling live streams; and carry out extensive ethnographic work in the channels themselves. Dr Johnson is assisted on this project by Dr Nathan Jackson as a research assistant.

Culture and language in game streaming - Dr Johnson is also currently studying linguistic, national, and cultural differences across game live streamers through a comparative study between English-speaking and Japanese-speaking broadcasters. Generously funded by the Hoso Bunka Foundation via two grants in the last several years, data collection on this project has almost finished - through both interviewing straemers and collecting large-scale survey data on viewers of Australian and Japanese channels - and findings are currently being written up for publication.Dr Johnson is assisted on this project by Mr James Baguley as a research assistant.

He is currently supervising four PhD projects and a number of MA Dissertation & UG Honours projects exploring these and other related areas.

Dr Johnson is currently the recipient of grants from the Hoso Bunka Foundation and the New South Wales Office of Responsible Gambling.

Project titleResearch student
Building worlds at the end of the world: Worldbuilding in video games under late capitalismFinn DAWSON
When jokes overflow: how does humour transition from one platform to manyGeoffrey LEE
Taboo Play: Ludic Pleasure and the Transgressive Erotics of Dating SimulationsKelly LI
Discourse on the green transformation ---- Greening Infrastructure: China Supercomputing and the Dual Carbon Goals (DCGs)Yu YAN

Publications

Books

  • Johnson, M. (2018). The Unpredictability of Gameplay. New York, United States: Bloomsbury. [More Information]

Edited Books

  • Johnson, M. (2021). The Casino, Card and Betting Game Reader: Communities, Cultures and Play. London, UK; New York, NY: Bloomsbury Academic. [More Information]

Book Chapters

  • Johnson, M. (2024). Esports and Game Streaming. In Nicholas David Bowman (Eds.), Entertainment Media and Communication, (pp. 563-576). Berlin; Boston: De Gruyter. [More Information]
  • Johnson, M., Williams, J. (2023). Bottom-Up and Top-Down Tensions: Comparing the Australian and Singaporean Esports Ecosystems. In Filippo Gilardi and Paul Martin (Eds.), Esports in the Asia-Pacific. Palgrave Series in Asia and Pacific Studies, (pp. 17-38). Singapore: Palgrave Macmillan. [More Information]
  • Siuda, P., Johnson, M. (2022). Microtransaction Politics in FIFA Ultimate Team: Game Fans, Twitch Streamers, and Electronic Arts. In Raiford Guins, Henry Lowood and Carlin Wing (Eds.), EA Sports FIFA: Feeling the Game, (pp. 87-104). New York, United States: Bloomsbury Academic. [More Information]

Journals

  • Williams, J., Johnson, M., Kumar, V. (2025). "A Little Bit Like Psychological Torture": A Grounded Theory of the Sociocultural Challenges Surrounding Expertise Development in an Emerging Esports Ecosystem. Games and Culture. [More Information]
  • Jackson, N., Johnson, M. (2024). Frictions and flows in Twitch’s platform economy: viewer spending, platform features and user behaviours. Information, Communication and Society, 27(10), 1924-1944. [More Information]
  • Stanton, R., Johnson, M. (2024). “You Can’t Work for Somebody Who Doesn’t Exist”: The Decline of Games Journalism and the Rise of Independent Gaming News. Games and Culture. [More Information]

Conferences

  • Johnson, M. (2020). Disability and Mental Health as A Professional Live Streamer. 21st Annual Conference of the Association of Internet Researchers AoIR2020, Chicago: Association of Internet Researchers. [More Information]
  • Johnson, M. (2015). Modelling cultural, religious and political affiliation in artificial intelligence decision-making. AISB Convention 2015, UK: SSAISB.

Magazine / Newspaper Articles

  • Johnson, M. (2023). Minecraft Legends is a reminder that lightning rarely strikes twice in gaming. The Conversation. [More Information]
  • Johnson, M. (2021). 5 ways Twitch's massive data leak might change live streaming as we know it. The Conversation, Media & Communications. [More Information]
  • Abarbanel, B., Avramidis, D., Clark, L., Johnson, M. (2021). Gambling live streams on Twitch: What are they and why do they matter? The Conversation. [More Information]

Report

  • Carter, M., Hardwick, T., Dawson, F., Allison, F., Butt, M., Clark, K., Johnson, M., Keogh, B., Mackenzie, M., Stanton, R., et al (2024). Maximising the Potential of SXSW Sydney Games: Report on SXSW Sydney 2023 as a Games Industry Event. [More Information]
  • Flew, T., Humphry, J., Gray, J., Hutchinson, J., Page Jeffery, C., Johnson, M., McKee, A., Nicholls, R. (2024). Submission to the Joint Select Committee on Social Media and Australian Society. [More Information]

Reference Works

  • Johnson, M. (2019). Half Life. In Robert Mejia; Jaime Banks and Aubrie Adams (Eds.), 100 Greatest Video Game Franchises. (pp. 78-80). Lanham, MD, USA: Rowman & Littlefield Publishers.
  • Johnson, M. (2017). Capsuleer. In Jaime Banks, Robert Mejia, Aubrie Adams (Eds.), 100 Greatest Video Game Characters. (pp. 29-30). Lanham, MD, USA: Rowman & Littlefield Publishers.
  • Johnson, M. (2017). Command and Conquer. In Robert Mejia; Jaime Banks and Aubrie Adams (Eds.), 100 Greatest Video Game Franchises. (pp. 27-29). Lanham, MD, USA: Rowman & Littlefield Publishers.

2025

  • Williams, J., Johnson, M., Kumar, V. (2025). "A Little Bit Like Psychological Torture": A Grounded Theory of the Sociocultural Challenges Surrounding Expertise Development in an Emerging Esports Ecosystem. Games and Culture. [More Information]

2024

  • Johnson, M. (2024). Esports and Game Streaming. In Nicholas David Bowman (Eds.), Entertainment Media and Communication, (pp. 563-576). Berlin; Boston: De Gruyter. [More Information]
  • Jackson, N., Johnson, M. (2024). Frictions and flows in Twitch’s platform economy: viewer spending, platform features and user behaviours. Information, Communication and Society, 27(10), 1924-1944. [More Information]
  • Carter, M., Hardwick, T., Dawson, F., Allison, F., Butt, M., Clark, K., Johnson, M., Keogh, B., Mackenzie, M., Stanton, R., et al (2024). Maximising the Potential of SXSW Sydney Games: Report on SXSW Sydney 2023 as a Games Industry Event. [More Information]

2023

  • Johnson, M., Williams, J. (2023). Bottom-Up and Top-Down Tensions: Comparing the Australian and Singaporean Esports Ecosystems. In Filippo Gilardi and Paul Martin (Eds.), Esports in the Asia-Pacific. Palgrave Series in Asia and Pacific Studies, (pp. 17-38). Singapore: Palgrave Macmillan. [More Information]
  • Stanton, R., Johnson, M. (2023). Inclusivity and diversity in 'Actual Play': Studying 'The Adventure Zone'. Journal of Gaming & Virtual Worlds, 15(3), 229-245. [More Information]
  • Johnson, M. (2023). Minecraft Legends is a reminder that lightning rarely strikes twice in gaming. The Conversation. [More Information]

2022

  • Johnson, M., Abarbanel, B. (2022). Ethical judgments of esports spectators regarding cheating in competition. Convergence, 28(6), 1699-1718. [More Information]
  • Anderson, S., Johnson, M. (2022). Gamer identities of video game live streamers with disabilities. Information, Communication and Society, 35(13), 1900-1915. [More Information]
  • Johnson, M. (2022). Humour and Comedy in Digital Game Live Streaming. New Media and Society, 26(6), 3045-3067. [More Information]

2021

  • Johnson, M. (2021). 5 ways Twitch's massive data leak might change live streaming as we know it. The Conversation, Media & Communications. [More Information]
  • Johnson, M. (2021). Behind the Streams: The Off-Camera Labour of Game Live Streaming. Games and Culture, 16(8), 1001-1020. [More Information]
  • Anderson, S., Johnson, M. (2021). Cultivation play: Video games and the labour of character progression. Journal of Gaming & Virtual Worlds, 13(3), 233-248. [More Information]

2020

  • Johnson, M. (2020). Disability and Mental Health as A Professional Live Streamer. 21st Annual Conference of the Association of Internet Researchers AoIR2020, Chicago: Association of Internet Researchers. [More Information]
  • Abarbanel, B., Johnson, M. (2020). Gambling engagement mechanisms in twitch live streaming. International Gambling Studies, 20(3), 393-413. [More Information]
  • Luo, Y., Johnson, M. (2020). How do players understand video game hardware: Tactility or tech-speak? New Media & Society, 22(8), 1462-1483. [More Information]

2019

  • Johnson, M., Woodcock, J. (2019). "And today's top donator is": How Live Streamers on Twitch.tv Monetise and Gamify Broadcasts. Social Media + Society, 5(4). [More Information]
  • Johnson, M., Woodcock, J. (2019). 'It's like the gold rush': the lives and careers of professional video game streamers on Twitch.tv. Information, Communication and Society, 22(3), 336-351. [More Information]
  • Johnson, M. (2019). Casual Games Before Casual Games: Historicizing Paper Puzzle Games in an Era of Digital Play. Games and Culture, 14(2), 119-138. [More Information]

2018

  • Johnson, M. (2018). 'The biggest legal battle in UK casino history': Processes and politics of 'cheating' in sociotechnical networks. Social Studies of Science, 48(2), 304-327. [More Information]
  • Woodcock, J., Johnson, M. (2018). Gamification: What it is, and how to fight it. The Sociological Review, 66(3), 542-558. [More Information]
  • Johnson, M. (2018). Megastructures, Superweapons and Global Architectures in Science Fiction Computer Games. In William Davies (Eds.), Economic science fictions, (pp. 237-257). London, United Kingdom: Goldsmiths.

2017

  • Johnson, M. (2017). Artificial Intelligence. In Tanya X. Short, Tarn Adams (Eds.), Procedural Generation in Game Design, (pp. 133-142). London, UK: CRC Press. [More Information]
  • Johnson, M. (2017). Capsuleer. In Jaime Banks, Robert Mejia, Aubrie Adams (Eds.), 100 Greatest Video Game Characters. (pp. 29-30). Lanham, MD, USA: Rowman & Littlefield Publishers.
  • Johnson, M. (2017). Command and Conquer. In Robert Mejia; Jaime Banks and Aubrie Adams (Eds.), 100 Greatest Video Game Franchises. (pp. 27-29). Lanham, MD, USA: Rowman & Littlefield Publishers.

2016

  • Johnson, M. (2016). Bullet Hell: The Globalized Growth of 'Danmaku' Games and the Digital Culture of High Scores and World Records. In Alexis Pulos, S. Austin Lee (Eds.), Transnational Contexts of Culture, Gender, Class, and Colonialism in Play, (pp. 17-42). Cham: Palgrave Macmillan. [More Information]
  • Johnson, M., Martin, D. (2016). The Anticipated Futures of Space Tourism. Mobilities, 11(1), 135-151. [More Information]

2015

  • Johnson, M. (2015). Modelling cultural, religious and political affiliation in artificial intelligence decision-making. AISB Convention 2015, UK: SSAISB.

Selected Grants

2023

  • Live Streaming Gambling: Who watches, why, and what effects is it having?, Johnson M, Department of Customer Service (NSW)/Office of Responsible Gambling - Responsible Gambling Research Grant

2022

  • Live Streaming Audiences in Japan and Australia: A Comparative Study, Johnson M, Hoso Bunka Foundation/Hoso Bunka Foundation Grants

In the media