About Jason Rutter

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Dr Jason Rutter

Jason RutterJason Rutter is a Marie Curie Research Fellow in the School for Mass Communication Research at Catholic University of Leuven in Belgium. He specialises in games, digital media and counterfeiting and is currently funded by The European Commission's People programme through the STEVO Project (‘The Socio-Technical EVOlution of intellectual property online: Creating counterfeit culture’).
He has published widely including the books Understanding Digital Games (2006, Sage) and special editions of Game Studies and Information, Communication and Society. Working primarily in the areas of Leisure Technologies (especially digital gaming and mobile telecoms) and counterfeiting and piracy of digital content he has been involved in projects funded by the European Commission, Northern Ireland Office, DTI and ESRC. His recent projects have included COUNTER [Socio-economic and cultural impacts of the consumption of counterfeit goods], mGain [Mobile Entertainment Industry and Culture (EC)] and IPTOC [Intellectual Property Theft and Organised Crime (NIO)]. He chaired the European Commission Marie Curie Conference "Putting the Knowledge Based Society into Practice" (April 2006) and the international conferences "Mobile Entertainment: User Centred Perspectives" (2004) and "Playing with the Future" (2002) as well as running the ESRC-funded seminar series "DigiPlay: Experience and Consequence of Technologies of Leisure". Over recent years has chaired the evaluation panels for the European Commission's Economics and Social Science panels for the Marie Curie programme's Initial Training Network (ITN) and Industry-Academia Partnerships and Pathways (IAPP) schemes. He was the inaugural vice-president of the international Digital Games Research Association (DiGRA).

Selected Publications

Yar, M. & Rutter, J. (In Progress) Cybercrime and Society, (2nd edition), Sage.
Rutter, J. (2010) “Consumers, Crime and the Downloading of Music”, Prometheus: Critical Studies in Innovation, 28(4), pp.411-418.
Rutter, J and Bryce, J., (2008) “The Consumption of Counterfeit Goods: ‘Here be Pirates?’”, Sociology, 42 (6) pp. 1146-1164.
Bryce J. & Rutter, J.., 2007 “Poca diversión: las barreras de las aficionados a los videojuegos/Video games as a female leisure practice”, ADOZ Journal of Leisure Studies (Boletín del Centro de Documentación en Ocio, Universidad de Deusto), 31. pp.97-108.
Crawford, G. & Rutter, J., 2007. “Playing the Game: performance in digital game audiences” in Gray, J., Sandvoss, C., and Harrington, C.L. (eds) Fandom: Identities and Communities in a Mediated World, New York: New York University Press, pp. 271-281.
Marsden, C., Cave, J., Nason, E., Parkinson, A., Blackman, C. & Rutter, J. (2006) “Assessing Indirect Impacts of the EC Proposals for Video Regulation”, RAND Europe/Ofcom. Available online at http://www.ofcom.org.uk/research/tv/reports/videoregulation/
Rutter, J. & Bryce, J. (eds), 2006. Understanding Digital Games, London: Sage.
Bryce, J. & Rutter, J., 2006. “An Introduction to Understanding Digital Games” in Rutter & Bryce (eds) Understanding Digital Games, London: Sage, pp.1-17
Crawford, G. & Rutter, J., 2006. “Digital Games and Cultural Studies” in Rutter & Bryce (eds) Understanding Digital Games, London: Sage, pp.148-165.
Bryce, J. & Rutter, J. and Sullivan, S., 2006. “Digital Games and Gender” in Rutter & Bryce (eds) Understanding Digital Games, London: Sage, pp.185-204.
Bryce, J. & Rutter, J., 2006. “Digital Games and the Violence Debate” in Rutter & Bryce (eds) Understanding Digital Games, London: Sage, pp.205-222.
Bryce J. & Rutter, J., (2005) “Consumer Engagement with Counterfeit Goods”, Report for Organised Crime Task Force, Northern Ireland Office. (Executive Summary published as “Fake Nation?: A Study into an Everyday Crime”)
Bryce, J. & Rutter, J., 2005. “Gendered Gaming in Gendered Space”, in Raessens, J. & Goldstein, J. (eds) Handbook of Computer Game Studies, MIT Press, pp.301-310.
Rutter, J. & Smith, G.W.H., 2005. “Ethnographic presence in nebulous settings” in Hine, C. (ed.) Virtual Methods, Berg, pp.81-92.
Bryce, J. & Rutter, J., 2003. “The Gendering of Computer Gaming: Experience and Space”, in Fleming, S. & Jones, I. Leisure Cultures: Investigations in Sport, Media and Technology, Leisure Studies Association, pp.3-22.
Bryce, J. & Rutter, J., 2003. “Gender dynamics and the social and spatial organisation of computer gaming”, Leisure Studies, 22(1), pp.1-15.
Bryce, J. & Rutter, J., 2002. “Spectacle of the Deathmatch: Character and Narrative in First Person Shooters” in King, G. & Krzywinska, T. (eds), ScreenPlay: Cinema/videogames/interfaces, Wallflower Press, pp.66-80.
Rutter, J., 2001. “Rhetoric in Stand-up Comedy: Exploring Performer-Audience Interaction”, Stylistyka, X, pp.307-325.
Rutter, J., 2001. “From the Sociology of Trust Towards a Sociology of ‘E-trust’”, International Journal of New Product Development & Innovation Management, 2(4), pp.371-385.
Rutter, J. & Southerton, D., 2000, “E-commerce: delivering the goods?”, Consumer Policy Review 10(3), May/Jun, pp.139-144.
McMeekin, A., Miles, I. & Rutter, J., 2000. “Alternative Paradigms for European E-commerce”, IPTS Report Special Issue: Technology & Policy Frameworks for E-Commerce, 42, pp.31-37.
Rutter, J., 2000. “The Introductions of Stand-up Performers: Comparing Comedy Compères”, Journal of Pragmatics, 32(4), pp.463-483.
McMeekin, A., Miles, I., Roy, A. & Rutter, J., 1999. “Exploring the Effects of E-Commerce”, report commissioned by the Retail and Consumer Service ForeSight Panel, Department of Trade and Industry. Printed by the DTI as Clicks and Mortar (2000).
Rutter, J., 1998. “Wayne’s World” in Berger, A.A. (ed.), The Postmodern Presence: Readings on Postmodernism in American Culture & Society, AltaMira Press.
Rutter, J., 1996. “Stepping into Wayne’s World: Exploring Postmodern Comedy” in Paton, G., Powell, C. & Wagg, S. (eds), The Social Faces of Humour: Practices and Issues, Arena, pp.297-320.

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