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Digiplay Initiative's Research
The Digiplay Initiative is a research collective specializing in consumer research in the areas of digital games, adoption of technologies, online well-being and intellectual property crime. It undertakes commercial and academic research as well as providing online information services to the research community. Focusing closely on users we have developed a multi-discipline and multi-method approach to academic and commercial research. We explore the links between technology, innovation and consumer practice in order to get to the heart of consumer attitudes, motivations and change.
Our research, publications and presentations include:
- The Consumption of Counterfeit Goods: ‘Here be Pirates?’
Rutter, J. and Bryce, J., (Forthcoming, Sociology.)
- Poca diversión: las barreras de las aficionados a los videojuegos/Not Much Fun: The constraining of female video gamers
Bryce, J.; Rutter, J., 2007
- Still toys for boys? Gendered experience of computer gaming
Rutter, J., 2007
- Playing the Game: performance in digital game audiences
Crawford, G & Rutter, J. 2007 (In Gray, J., Sandvoss, C., and Harrington, C.L. (eds) Fandom: Identities and Communities in a Mediated World)
- Is there Methodology in this Madness? Searching for meaning in mundane gaming
Rutter, J., 2007
- Assessing Indirect Impacts of the EC Proposals for Video Regulation
Marsden, C., Cave, J., Nason, E., Parkinson, A., Blackman, C. & Rutter, J. 2006 (Study for Ofcom) Executive Summary | Full Print Version
- An Introduction to Understanding Digital Games
Jo Bryce and Jason Rutter, 2006 (This is the first chapter from the book, 'Understanding Digital Games')
- Fake Nation?: A Study into an Everyday Crime
J. Bryce & J. Rutter, 2005 (Executive Summary of the report "Consumer Engagement with Counterfeit Goods")
- Industry-University Collaboration: A Social Science Perspective
Rutter, J., 2005
- Mobile Entertainment: User-centred Perspectives
K. Moore & J. Rutter (Collected proceedings from the 2004 conference)
- Mobile Entertainment Users: Headline results from an online survey
J. Bryce & J. Rutter, 2004
- Understanding Consumers’ Understanding of Mobile Entertainment
Moore, K. & Rutter, J., 2004
- The Gendering of Computer Gaming: Experience and Space
J. Bryce & J. Rutter, 2003 From, S. Fleming & I. Jones, Leisure Cultures: Investigations in Sport, Media and Technology, Leisure Studies Association
- Spectacle of the Deathmatch: Character and Narrative in First Person Shooters
J. Bryce & J. Rutter, 2002 From, G. King & T. Krzywinska (Eds), ScreenPlay: Cinema/videogames/interfaces, Wallflower Press
- Killing Like a Girl: Gendered Gaming and Girl Gamers’ Visibility
J. Bryce & J. Rutter, 2002
- Ethnographic Presence in Nebulous Settings: A Case Study
J. Rutter & G.W.H. Smith, 2002 (A revised version of this paper is in Christine Hine (ed) Virtual Methods: Issues in Social Research on the Internet, Berg.)
- From the Sociology of Trust Towards a Sociology of 'E-trust'
J. Rutter, 2001
- In the Game - In the Flow: Presence in Public Computer gaming
Jo Bryce & Jason Rutter Poster presented at "Computer Games & Digital Textualities", IT University of Copenhagen, March 2001
- E-shopping: delivering the goods?
J. Rutter & D. Southerton Consumer Policy Review, 10 (4), 2000, pp.139-144
- Building Identities On-Line: The Transtextual Construction of and ISP Bogeyman
J. Rutter & G.W.H. Smith, 2000
Previously we have worked closely with:
- British Video Association (BVA)
- British Phonographic Industries (BPI)
- Business Software Association (BSA)
- Council of Europe
- Entertainment and Leisure Software Publishers Association (ELSPA)
- Federation Against Copyright Theft (FACT)
- Interactive Software Federation of Europe (ISFE)
- National Endowment for Science, Technology and the Arts (NESTA)
- Northern Ireland Office
- Patent Office
If you are interested in commissioning new research from us or contracting us to develop a report on a specific sector for you then please contact us to discuss your requirements.
Details of some of our latest public outputs in games research, counterfeiting and online safety can be found at http://digiplay.info/research.
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