Digiplay Books
CfP: New Technologies and the Changing Landscapes of Leisure
Call for Submissions for an Edited Collection
Chapters exploring the use and impact of new technologies on leisure experiences are sought for a proposed book. Abstracts are requested by 15th October 2010 with a view to publication following successful review and publisher selection.
The full call for papers can be viewed and downloaded from Scibd.
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
New Book: Understanding Digital Games
Now part of The
Spring Sale with its publisher, Sage. The paperback is now half
price and the hardback version is an astonishing 75%
off!
A collection of essays from the Digiplay team aimed at digital games researchers and teachers is now available. Covering the study of digital games from business and design to culture and education the book provides and excellent source of current thinking in the field.
Digiplay Bibliography Updates
- Political Internet games: Engaging an audience
- 'It's in the Game' and Above the Game: An Analysis of the Users of Sports Videogames
- Theoretical Consoles: Concepts for Gadget Analysis
- Avatar motion control by natural body movement via camera
- Adoption of Mobile Games as Entertainment Technology : A Test of Extended Technology Acceptance Model

