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Outputs (101)

Is there an app for that? A case study of the potentials and limitations of the participatory turn and networked publics for classical music audience engagement (2014)
Journal Article
Crawford, G., Gosling, V., Bagnall, G., & Light, B. (2014). Is there an app for that? A case study of the potentials and limitations of the participatory turn and networked publics for classical music audience engagement. Information, Communication and Society, 17(9), 1072-1085. https://doi.org/10.1080/1369118X.2013.877953

The participatory turn, fuelled by discourses and rhetoric regarding social media, and in the
aftermath of the dot.com crash of the early 2000s, enrols to some extent an idea of being
able to deploy networks to achieve institutional aims. The arts... Read More about Is there an app for that? A case study of the potentials and limitations of the participatory turn and networked publics for classical music audience engagement.

The imperial war museum’s social interpretation project (2013)
Report
Bagnall, G., Light, B., Crawford, G., Gosling, V., Rushton, C., & Peterson, T. (2013). The imperial war museum’s social interpretation project

This report represents the output from research undertaken by University of Salford and MTM
London as part of the joint Digital R&D Fund for Arts and Culture, operated by Nesta, Arts
Council England and the AHRC. University of Salford and MTM Lon... Read More about The imperial war museum’s social interpretation project.

The Trojan Horse(s) of "Hello World" culture : the story of Sony PSP domestication through the eyes of the Homebrew users (2012)
Thesis

Technology that is released to the public is often "locked down" or "tethered" ready for
domestication by the regular user in the way that the manufacturer believes that it will be used
(Zittrain, 2007). However, when users such as the hacker users... Read More about The Trojan Horse(s) of "Hello World" culture : the story of Sony PSP domestication through the eyes of the Homebrew users.

Interpreting digital gaming practices: singstar as a technology of work (2011)
Presentation / Conference
Light, B. (2011, January). Interpreting digital gaming practices: singstar as a technology of work. Presented at European Conference on Information Systems, Helsinki, Finland

Embedded within discourses of the enactment of information and communications technologies (ICTs)
at work is often a tightly constrained range of legitimate application areas of study, a rather thin
concept of user-developer relations and a context... Read More about Interpreting digital gaming practices: singstar as a technology of work.

Interpreting digital gaming practices: singstar as a technology of work (2011)
Presentation / Conference
Light, B. (2011, January). Interpreting digital gaming practices: singstar as a technology of work. Presented at European Conference on Information Systems, Helsinki, Finland

Embedded within discourses of the enactment of information and communications technologies (ICTs)
at work is often a tightly constrained range of legitimate application areas of study, a rather thin
concept of user-developer relations and a context... Read More about Interpreting digital gaming practices: singstar as a technology of work.