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Digital Play
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  • 2010What Is Video Game Culture? Cultural Studies and Game Studies367 cited
  • 2008The Labour of User Co-Creators201 cited
  • 2010When the Game Is Not Enough: Motivations and Practices Among Computer Game Modding Culture191 cited
  • 2010The limits of peer production: Some reminders from Max Weber for the network society165 cited
  • 2008Signs of meta-change in second modernity: the growth of e-sport and the World Cyber Games158 cited
  • 2006Console video games and global corporations144 cited
  • 2007The Professional Identity of Gameworkers140 cited
  • 2009Putting the Gay in Games116 cited
  • 2015Platform Studies’ Epistemic Threshold111 cited
  • 2009The Independent Production of Culture: A Digital Games Case Study109 cited
  • 2007From Michael Moore to JFK Reloaded: Towards a working model of interactive documentary78 cited
  • 2006Real brands in imaginary worlds: investigating players' experiences of brand placement in digital games77 cited
  • 2018Popular Music as Promotion: Music and Branding in the Digital Age76 cited
  • 2011Children and Digital Wellbeing in Australia: Online regulation, conduct and competence70 cited

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2005
Amassing the Multitude: Revisiting Early Audience Studies
66 cited
  • 2019Media Ethics and Global Justice in the Digital Age65 cited