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Digiplay Research
Fully integrated into this new Digiplay web site, the bibliography contains over 2500 references to papers, books, theses and conference papers on computer, video and digital games research. Multidisciplinary in nature, it includes references across the whole range of fields including sociology, psychology, computer science, education, literary studies, health sciences, economics, media studies, and law and so forth from 1949 to the present day. All the references have COinS data associated with them, so that means that they are compatible with Zotero, the free Firefox extension which allows you to collect, manage and cite your research sources. You can also use our OpenSearch Plugin to find references in the games research bibliography and other pages on the Digiplay site right from your browser toolbar.
Jason Rutter & Jo Bryce Draft Prepublication Paper: Forthcoming, Sociology. AbstractSocial science, policy and popular discourse around counterfeiting regularly position consumers of counterfeit goods as part of a technological elite or motivated by anti-capitalist or anti-corporate positions. In order to explore this construction and highlight its associated limitations, this paper presents quantitative data collected through postal and web-based questionnaires looking at the frequency, location and motivations for the purchase of counterfeit leisure items for consumers in the United Kingdom. The interim report from this research is now available online. 30th August 2007 As part of an ongoing study concerning ‘Hidden Innovation in UK Creative Industries’, colleagues at Manchester Business School are organising a short Workshop event for Game Development professionals and we would be very pleased if you could come along to join us and participate in the event. The event will take place on Thursday 30th August at the NESTA offices in London.
The presentation built upon the chapter on digital games and gender from Rutter and Bryce's 2006 book, "Understanding Digital Games" and looked at how text, practice and technology act together to exclude potential female gamers from participation in this leisure activity. To make searching the Digiplay Games Research Bibliography a little easier, registered users can now use a simple form which will just return pages from the bibliography. If you are currently logged on you will be able to see a form towards the top of the right hand column of this page - conveniently labelled 'Biblio Search'. Just enter your search term and press 'Search Bibliography'. This works for names, titles and abstracts.
Karenza Moore & Jason Rutter (Eds) An electronic version of the collected proceedings from the 2004 conference "Mobile Entertainment:User-centred Perspectives" is available online for free (6.5Mb Acrobat file). Hard copies are also available. Costing £20 they can be ordered from Joyce.Wilson@manchester.ac.uk.
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. Here's a little curio which might be more interesting than useful... The Digiplay games research bibliography contains a broad collection of keywords from journal and other papers relating to digital games. What we've started to do here at Digiplay is copy all those keywords into a database and look at what a tag cloud made from them might look like.
We've gone through every gaming reference whether it be a journal paper, chapter of conference presentation and checked it, removed duplicates, updates abstracts and added URLs to the full paper. This means that we now list a total of 1933 citations in our games bibliography database.
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