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Papers by Jason Rutter

Research paper thumbnail of WP237 Pelletier, Kneebone, Rutter, Copland et al 2018.  Learning safely from error: Reconsidering the ethics of simulation-based medical education through ethnography

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.

Research paper thumbnail of Consumers, Crime and the Downloading of Music

Research paper thumbnail of The Consumption of Counterfeit Goods: ‘Here be Pirates?’

Research paper thumbnail of Poca diversión: las barreras de las aficionados a los videojuegos/ Not Much Fun: The constraining of female video gamers

Research paper thumbnail of Gender dynamics and the social and spatial organization of computer gaming

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.

Research paper thumbnail of Rhetoric in Stand-up Comedy: Exploring Performer-Audience Interaction

Research paper thumbnail of From the sociology of trust towards a sociology of 'e-trust'

International Journal of New Product Development & …, Jan 1, 2001

Research paper thumbnail of The Introductions of Stand-up Performers: Comparing Comedy Compères

Journal of pragmatics, Jan 1, 2000

Research paper thumbnail of E-shopping: delivering the goods?

Research paper thumbnail of E-shopping: delivering the goods?

Consumer Policy Review, Jan 1, 2000

Research paper thumbnail of Editorial Comment

Research paper thumbnail of Alternative Paradigms for European E-commerce

The IPTS Report, Jan 1, 2000

Research paper thumbnail of Gendered gaming in gendered space

Handbook of computer game studies, Jan 1, 2005

Presentations by Jason Rutter

Research paper thumbnail of Blag your way in Qualitative Research (in less than 40 minutes)

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.

Research paper thumbnail of The Museum as a Memory Institution

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.

Research paper thumbnail of Doing gaming on Twitter: Exploring 140 characters of digital gaming practice

Research paper thumbnail of Ethnographic presence in a nebulous setting

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.

Research paper thumbnail of Killing Like a Girl: Gendered Gaming and Girl Gamers

Visibility', in F. Mäyrä (ed.) Computer Games and …, Jan 1, 2002

Research paper thumbnail of In the game - in the flow: presence in public computer gaming

Computer Games and Digital Textualities Conference, …, Jan 1, 2001

Research paper thumbnail of The serious practice of being a computer gamer: The practice of being a member of a computer game community

Conference on Cultural Change and Urban Contexts, …, Jan 1, 2000

Research paper thumbnail of WP237 Pelletier, Kneebone, Rutter, Copland et al 2018.  Learning safely from error: Reconsidering the ethics of simulation-based medical education through ethnography

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.

Research paper thumbnail of Consumers, Crime and the Downloading of Music

Research paper thumbnail of The Consumption of Counterfeit Goods: ‘Here be Pirates?’

Research paper thumbnail of Poca diversión: las barreras de las aficionados a los videojuegos/ Not Much Fun: The constraining of female video gamers

Research paper thumbnail of Gender dynamics and the social and spatial organization of computer gaming

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.

Research paper thumbnail of Rhetoric in Stand-up Comedy: Exploring Performer-Audience Interaction

Research paper thumbnail of From the sociology of trust towards a sociology of 'e-trust'

International Journal of New Product Development & …, Jan 1, 2001

Research paper thumbnail of The Introductions of Stand-up Performers: Comparing Comedy Compères

Journal of pragmatics, Jan 1, 2000

Research paper thumbnail of E-shopping: delivering the goods?

Research paper thumbnail of E-shopping: delivering the goods?

Consumer Policy Review, Jan 1, 2000

Research paper thumbnail of Editorial Comment

Research paper thumbnail of Alternative Paradigms for European E-commerce

The IPTS Report, Jan 1, 2000

Research paper thumbnail of Gendered gaming in gendered space

Handbook of computer game studies, Jan 1, 2005

Research paper thumbnail of Blag your way in Qualitative Research (in less than 40 minutes)

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.

Research paper thumbnail of The Museum as a Memory Institution

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.

Research paper thumbnail of Doing gaming on Twitter: Exploring 140 characters of digital gaming practice

Research paper thumbnail of Ethnographic presence in a nebulous setting

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.

Research paper thumbnail of Killing Like a Girl: Gendered Gaming and Girl Gamers

Visibility', in F. Mäyrä (ed.) Computer Games and …, Jan 1, 2002

Research paper thumbnail of In the game - in the flow: presence in public computer gaming

Computer Games and Digital Textualities Conference, …, Jan 1, 2001

Research paper thumbnail of The serious practice of being a computer gamer: The practice of being a member of a computer game community

Conference on Cultural Change and Urban Contexts, …, Jan 1, 2000

Research paper thumbnail of Presenting the off-line self in an everyday, online environment

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.

Research paper thumbnail of Playing the game: Performance in digital game audiences

Fandom: identities and communities in a mediated world, 2007

Research paper thumbnail of Killing like a girl: Gendered gaming and girl gamers' visibility

Paper presented at the Computer Games and Digital …, Jan 1, 2002

Research paper thumbnail of Mobile Entertainment Users: Headline results from an online survey

MOBILE ENTERTAINMENT: User-centred …

Research paper thumbnail of Understanding consumers' understanding of mobile entertainment

Mobile Entertainment: User-Centred Perspectives

Research paper thumbnail of Guest Editors Introduction. Papers from the Conference "Playing with the Future: Development and Directions in Computer Gaming", Manchester, April 2002

Research paper thumbnail of Guest Editors Introduction. Papers from the Conference "Playing with the Future: Development and Directions in Computer Gaming", Manchester, April 2002

Research paper thumbnail of Ritual aspects of CMC sociability

… Margaret College Edinburgh Conference–Kate for …, Jan 1, 1999

Research paper thumbnail of Spinning Threads: Rituals of Sociability in CMC

Research paper thumbnail of Identity is ordinary: presentations of self in everyday life online

ESRC Virtual Society, Jan 1, 2000

Research paper thumbnail of Addressivity and sociability in "Celtic men"

Proceedings, cultural attitudes towards technology …, Jan 1, 1998

Research paper thumbnail of 'I Think men are fantastic… as a concept': Aggression and Self-Deprecation in the Voice of Stand-up Comedy

International Society of Humor Studies Conference, …, Jan 1, 1994

Research paper thumbnail of Stepping into Wayne's World: Exploring postmodern comedy

Research paper thumbnail of Stepping into Wayne’s World: Exploring Postmodern Comedy

Research paper thumbnail of The gendering of computer gaming: Experience and space

LSA PUBLICATION, Jan 1, 2003

Research paper thumbnail of Spectacle of the deathmatch: Character and narrative in first-person shooters

ScreenPlay: Cinema/Videogames/Interfaces, eds, Jan 1, 2002

Research paper thumbnail of Digital games and cultural studies

Understanding digital games, Jan 1, 2006

Research paper thumbnail of Digital games and the violence debate

Understanding Digital Games, Jan 1, 2006

Research paper thumbnail of An introduction to Understanding Digital Games

Understanding Digital Games, Jan 1, 2006

Research paper thumbnail of Digital games and gender

Understanding digital games, Jan 1, 2006

Research paper thumbnail of An introduction to Understanding Digital Games

Understanding digital games, Jan 1, 2006

Research paper thumbnail of Wayne’s World

Research paper thumbnail of Bryce, J, Rutter, J. and Sullivan, C. (2006). Digital games and gender. In J. Rutter and J. Bryce Understanding digital games (pp. 185 -204). London: Sage

Research paper thumbnail of Understanding Digital Games

Research paper thumbnail of Mobile Entertainment: User-centred Perspectives

… Proceedings.[Online], available: http://les1\. man. ac. …, Jan 1, 2004

Research paper thumbnail of Laughingly referred to An interdisciplinary bibliography of published work in the field of humour studies and research

Research paper thumbnail of Fake Nation: A Study into Everyday Crime

The Intellectual Property Theft …, Jan 1, 2005

Research paper thumbnail of RAND Europe: Assessing Indirect Impacts of the EC Proposals for Video Regulation

Research paper thumbnail of Assessing Indirect Impacts of the EC Proposals for Video Regulation

Research paper thumbnail of Stand-up as interaction: Performance and audience in comedy venues