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Papers by Jason Rutter
This dialogical working paper results from the annual e-seminar of the Linguistic Ethnography For... more This dialogical working paper results from the annual e-seminar of the Linguistic Ethnography Forum (LEF), which took place online between 1st & 22nd June 2017. It focuses on Caroline Pelletier and Roger Kneebone’s 2016 article, ‘Learning Safely from error? Re-considering the ethics of simulation-based medical education through ethnography’ (Ethnography and Education, 11.3). The article is an ethnography of simulation-based education in four London teaching hospitals, and it focuses on how mistakes in clinical professional practice are identified and discussed verbally. This is then followed by a discussion with respondents from different disciplinary perspectives, including sociology, health services research, organisational studies, education research and clinical communication. The contributors to this interaction are Jason Rutter & Fiona Copland, Caroline Pelletier, Clare Mumford, Jamie Murdoch, Yael Pulvermacher, Parmênio Camurça Citó and Deborah Swinglehurst.
Leisure Studies, Jan 1, 2001
The increasing popularity of computer gaming and its associated technologies are evidence of the ... more The increasing popularity of computer gaming and its associated technologies are evidence of the increasing convergence of new technology and leisure practice. The size and popularity of the games industry stands out in contrast to the relative lack of understanding of computer gaming as a serious leisure activity. Previous research on computer gaming 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 peoples’ leisure lifestyles. This paper examines the relationship between gender and the social and spatial organization of computer gaming. The concept of leisure constraints and resistance are utilised to examine the extent to which technologically-mediated leisure activities, such as computer gaming, are part of wider changes in female access to private and public leisure spaces. Computer gaming is still perceived as a highly gendered activity which has the potential to reinforce traditional conceptualizations of masculinity, femininity and associated leisure activities. However, the popularity of domestic and online gaming among females, and the development of female gaming clans, highlights that leisure activities and spaces are becoming less gendered, and can provide sites for resistance to societal notions of the gender appropriateness of leisure activities.
International Journal of New Product Development & …, Jan 1, 2001
Journal of pragmatics, Jan 1, 2000
Consumer Policy Review, Jan 1, 2000
The IPTS Report, Jan 1, 2000
Handbook of computer game studies, Jan 1, 2005
Presentations by Jason Rutter
A short seminar presentation giving an overview as to why we do qualitative research, what it is,... more A short seminar presentation giving an overview as to why we do qualitative research, what it is, how to understand it, and how to recognise the poor stuff.
This sociological aspect of the ForgetIT project seeks to develop a conceptual framework for orga... more 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. An attempt is made to develop a taxonomy which can be tested with other organisations with the intention to explore the theoretical and practical value in using human memory as a metaphor for understanding organisational memory.
Virtual methods: Issues in social research …, Jan 1, 2005
Drawing upon an ethnographic study of the sociability practices of a virtual community, this pape... more 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 the setting. By definition, virtual ethnography describes places that are not spaces. Disembodied persons inhabit those places. Negotiating access to the setting and core aspects of data collection seem to involve deskwork rather than fieldwork. The virtues of conventional fieldwork activities for virtual ethnography are outlined. In particular, it is the trust bred by face-to-face dealings that enable some of the practical obstacles that researchers face to be overcome. Trust founded in the face-to-face also helps deal with some ethical dilemmas. Online ethnographers still encounter difficulties in precisely identifying the boundaries of their research settings. However, there seems every reason for continuing to insist upon the application of traditional standards of ethnographic conduct and recognized criteria of adequacy in this new field.
Visibility', in F. Mäyrä (ed.) Computer Games and …, Jan 1, 2002
Computer Games and Digital Textualities Conference, …, Jan 1, 2001
Conference on Cultural Change and Urban Contexts, …, Jan 1, 2000
This dialogical working paper results from the annual e-seminar of the Linguistic Ethnography For... more This dialogical working paper results from the annual e-seminar of the Linguistic Ethnography Forum (LEF), which took place online between 1st & 22nd June 2017. It focuses on Caroline Pelletier and Roger Kneebone’s 2016 article, ‘Learning Safely from error? Re-considering the ethics of simulation-based medical education through ethnography’ (Ethnography and Education, 11.3). The article is an ethnography of simulation-based education in four London teaching hospitals, and it focuses on how mistakes in clinical professional practice are identified and discussed verbally. This is then followed by a discussion with respondents from different disciplinary perspectives, including sociology, health services research, organisational studies, education research and clinical communication. The contributors to this interaction are Jason Rutter & Fiona Copland, Caroline Pelletier, Clare Mumford, Jamie Murdoch, Yael Pulvermacher, Parmênio Camurça Citó and Deborah Swinglehurst.
Leisure Studies, Jan 1, 2001
The increasing popularity of computer gaming and its associated technologies are evidence of the ... more The increasing popularity of computer gaming and its associated technologies are evidence of the increasing convergence of new technology and leisure practice. The size and popularity of the games industry stands out in contrast to the relative lack of understanding of computer gaming as a serious leisure activity. Previous research on computer gaming 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 peoples’ leisure lifestyles. This paper examines the relationship between gender and the social and spatial organization of computer gaming. The concept of leisure constraints and resistance are utilised to examine the extent to which technologically-mediated leisure activities, such as computer gaming, are part of wider changes in female access to private and public leisure spaces. Computer gaming is still perceived as a highly gendered activity which has the potential to reinforce traditional conceptualizations of masculinity, femininity and associated leisure activities. However, the popularity of domestic and online gaming among females, and the development of female gaming clans, highlights that leisure activities and spaces are becoming less gendered, and can provide sites for resistance to societal notions of the gender appropriateness of leisure activities.
International Journal of New Product Development & …, Jan 1, 2001
Journal of pragmatics, Jan 1, 2000
Consumer Policy Review, Jan 1, 2000
The IPTS Report, Jan 1, 2000
Handbook of computer game studies, Jan 1, 2005
A short seminar presentation giving an overview as to why we do qualitative research, what it is,... more A short seminar presentation giving an overview as to why we do qualitative research, what it is, how to understand it, and how to recognise the poor stuff.
This sociological aspect of the ForgetIT project seeks to develop a conceptual framework for orga... more 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. An attempt is made to develop a taxonomy which can be tested with other organisations with the intention to explore the theoretical and practical value in using human memory as a metaphor for understanding organisational memory.
Virtual methods: Issues in social research …, Jan 1, 2005
Drawing upon an ethnographic study of the sociability practices of a virtual community, this pape... more 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 the setting. By definition, virtual ethnography describes places that are not spaces. Disembodied persons inhabit those places. Negotiating access to the setting and core aspects of data collection seem to involve deskwork rather than fieldwork. The virtues of conventional fieldwork activities for virtual ethnography are outlined. In particular, it is the trust bred by face-to-face dealings that enable some of the practical obstacles that researchers face to be overcome. Trust founded in the face-to-face also helps deal with some ethical dilemmas. Online ethnographers still encounter difficulties in precisely identifying the boundaries of their research settings. However, there seems every reason for continuing to insist upon the application of traditional standards of ethnographic conduct and recognized criteria of adequacy in this new field.
Visibility', in F. Mäyrä (ed.) Computer Games and …, Jan 1, 2002
Computer Games and Digital Textualities Conference, …, Jan 1, 2001
Conference on Cultural Change and Urban Contexts, …, Jan 1, 2000
Identities in Action Conference, Gregynog, 1999
This paper looks at the presentation of self in one online community through examining the organi... more This paper looks at the presentation of self in one online community through examining the organisation of the “talk” that goes on within an ISP specific newsgroup. It looks not at the spectacular identity play often described as taking place in virtual environments but rather at the management of identity in the everyday newsgroup interaction. The sense of community that exists in the newsgroup relies heavily on posters' ability to know with whom they are interacting. A practised familiarity with others allows members to understand the nature of their online relationships, assess the validity of information offered to them by others, and place in context comments and actions of other posters.
Unlike the often-fantastical environments of some synchronous online interaction, the identities enacted in the newsgroup are taken to be “real” in a serious sense. When messages are posted to the group or address individuals a level of trust is offered and expected between those involved in the group.
To this end rather than bending gender and pick-and-mixing personal histories people posting to RumCom.local consistently employ techniques for sharing and reinforcing details of their “real life” with those with whom they share asynchronous interaction. This paper describes and illustrates a number of these techniques by, in turn, exploring:
Display - the offering of background information on the self such as physical make-up, employment, family, etc.
Management - Declining to offer requested information on one's self, choosing to deliver it in a different forum (i.e. direct e-mail, selective IRC, etc.)
Orientation - which types of thread does a contributor to the group regularly contribute to or demonstrate an expertise in
Transtextuality - reference to TV programmes, books, music., web pages, etc.either because of it “says” something about the poster or displays cultural capital
Signature practices - text files appended to postings that reinforce the identity with quotations from favoured, reference to hobbies and interests, and, URLs of their own web pages
We argue that these devices are used to present a commonly acceptable self to those copresent in the newsgroup and to blur distinctions between on- and offline selves.
Fandom: identities and communities in a mediated world, 2007
Paper presented at the Computer Games and Digital …, Jan 1, 2002
MOBILE ENTERTAINMENT: User-centred …
Mobile Entertainment: User-Centred Perspectives
… Margaret College Edinburgh ConferenceKate for …, Jan 1, 1999
ESRC Virtual Society, Jan 1, 2000
Proceedings, cultural attitudes towards technology …, Jan 1, 1998
International Society of Humor Studies Conference, …, Jan 1, 1994
LSA PUBLICATION, Jan 1, 2003
ScreenPlay: Cinema/Videogames/Interfaces, eds, Jan 1, 2002
Understanding digital games, Jan 1, 2006
Understanding Digital Games, Jan 1, 2006
Understanding Digital Games, Jan 1, 2006
Understanding digital games, Jan 1, 2006
Understanding digital games, Jan 1, 2006
… Proceedings.[Online], available: http://les1\. man. ac. …, Jan 1, 2004
The Intellectual Property Theft …, Jan 1, 2005