Digiplay Reports
Fake Nation?: A Study into an Everyday Crime
This report is the published summary of work we undertook on the consumption of counterfeit goods including digital games and internet piracy.
The publication details the background, empirical and analytical research undertaken during the Intellectual Property Theft and Organised Crime research project (IPTOC) and provides a robust insight into contemporary consumption of counterfeit/pirated goods and illegal downloading in England and Northern Ireland.
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
Digiplay Bibliography Updates
- '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
- Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game

