Jason Rutter

Katholieke Universiteit Leuven · School for Masscommunication Studies

Research interests

  • Interests
    Computer Games, Interaction, Piracy, Audience Studies, Downloading, Counterfeiting, P2P, Sociology, Video Games

Publications

  • Consumers, Crime and the Downloading of Music

    Jason Rutter

    Prometheus: Critical Studies in Innovation. 01/2010; 28(4):411-418.

  • The Consumption of Counterfeit Goods: 'Here Be Pirates?'

    J Rutter, J Bryce

    Sociology. 01/2008; 42:1146-1164.

    Social science, policy and popular discourse around counterfeiting regularly position consumers of counterfeit goods as part of a technological elite or as motivated by anti-capitalist or anti-corporate positions. In order to explore this construction and highlight its associated limitations, this a... [more] Social science, policy and popular discourse around counterfeiting regularly position consumers of counterfeit goods as part of a technological elite or as motivated by anti-capitalist or anti-corporate positions. In order to explore this construction and highlight its associated limitations, this article 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 article suggests that the purchase and consumption of counterfeit goods is commonplace across a broader variety of age, gender and socio-economic status categories than often assumed.The study also highlights the value of viewing the consumption of counterfeit goods as social and situated, occurring within existing social networks and familiar locations, and as closely related to other consumption practices.
  • Understanding Digital Games

    J Rutter, J Bryce

    01/2006;

    ISBN: 1-4129-0034-4

  • Gender dynamics and the social and spatial organization of computer gaming

    J Bryce, J Rutter

    Leisure Studies. 01/2003; 22:1-15.

    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 l... [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 re
  • Killing like a girl: gendered gaming and girl gamers' visibility

    J Bryce, J Rutter

    Proceedings. 01/2002;

    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 activities. The paper suggests that despite the popular stereotype of the... [more] 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 activities. The paper suggests that despite the popular stereotype of the computer gamer as an antisocial male teenager, there is increasing evidence of female gaming. This suggests the need to examine the relationship between gender and this activity in greater depth and within everyday contexts. The authors examine the possibility of computer gaming as a potential site for challenging dominant gender stereotypes, relating this to the production and consumption of contemporary leisure.
  • Sociology of Trust Towards a Sociology of `E-trust'

    Jason Rutter

    05/2001;

    This paper focuses on the importance of trust in business-to-consumer e-commerce. Divided into three sections the paper first asks the question of why trust is important to the development and implementation of e-commerce and suggests some of the areas where user trust is specifically important. The... [more] This paper focuses on the importance of trust in business-to-consumer e-commerce. Divided into three sections the paper first asks the question of why trust is important to the development and implementation of e-commerce and suggests some of the areas where user trust is specifically important. The second offers a view of trust developed using sociological theory and interactionism and looks at how this can inform our understanding of e-commerce users. Finally, the paper suggests a number of nontechnical ways in which successful e-commerce retailers build trust and offer potential for further exploration.
  • The Introductions of Stand-up Performers: Comparing Comedy Comperes

    J Rutter

    Journal of Pragmatics. 01/2000; 32:463-483.

    Two recurrent traits in contemporary research of humour and joke telling are an emphasis on the structure of joke texts and a lack of in situ investigation into audience laughter. This paper offers a different approach by exploring the introduction of stand-up performers by compères in comedy venues... [more] Two recurrent traits in contemporary research of humour and joke telling are an emphasis on the structure of joke texts and a lack of in situ investigation into audience laughter. This paper offers a different approach by exploring the introduction of stand-up performers by compères in comedy venues. Taking this neglected, but omnipresent, aspect of stand-up performance it argues that the introduction sequence plays an important role in framing a series of individual comedy sets into a single performance. It suggests that through encouraging audience involvement and interaction the introduction sequence provides a foundation onto which the comedy that follows is built. Further, the paper argues that these introduction sequences take a form which is common from compère to compère and venue to venue. 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 structure is presented in both a rule-based and diagrammatic manner.
  • Wayne’s World

    J Rutter

    Book. 01/1998;

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Publications
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