This sociological aspect of the ForgetIT project seeks to develop a conceptual framework for organisational memory. Based on interviews with curatorial and management staff in a national museum the research attempts to identify the range of memory and forgetting practices within the museum.
Published as: Bryce J. & Rutter, J., 2005. “Fake Nation?: A Study into an Everyday Crime”, The Organised Crime Task Force, Belfast. Background This publication details the background, empirical and analytical research undertaken during the Intellectual Property Theft and Organised Crime research project (IPTOC) and provides
Innovations in digital distribution (most often originating from outside the music recording and publishing industries) have significantly changed users’ relationships to the music they consume. As early as 1999, Shawn Fanning’s Napster had
Through the analysis of performance transcripts it is demonstrated that compère introduction sequences are built around a series of six turns which have a preferred organisation that is recognised both by performers and audiences.
This paper investigates the emergence of public forms of gaming such as national competitions and LAN parties. This is done through exploring notions of presence at these events and three interlinking places of presence are explored:
Research into audiences and their engagement with cultural texts has often followed an emphasis on the consumption of routine texts
Approaches to gender and computer gaming have been dominated by textual and content analysis at the expense of broader understandings of gaming. This paper examines computer games through gendered game content, game spaces and
This chapter examines the convergence of cinema and computer games in terms of the design process and orientation of the audience to the two forms of media. It looks specifically at the first-person shooter and
Previous research on computer game playing has tended to focus on the negative aspects of gaming such as aggression, addiction, and social isolation, rather than viewing it as an activity which forms an important part of many people’s leisure lifestyles. This paper presents
Drawing upon an ethnographic study of the sociability practices of a virtual community, this paper identifies certain paradoxical respects in which the ethnographer can be regarded as both present in and absent from