Skip to main content

Research Repository

Advanced Search

All Outputs (56)

Branded app implementation at the London symphony orchestra (2016)
Journal Article
Gosling, V., Crawford, G., Bagnall, G., & Light, B. (2016). Branded app implementation at the London symphony orchestra. Arts and the Market, 6(1), 2-16. https://doi.org/10.1108/AAM-08-2013-0012

This paper considers the key findings of a yearlong collaborative research project focusing on the London Symphony Orchestra’s development, implementation and testing of a branded smartphone app. This app was designed to primarily sell discounted tic... Read More about Branded app implementation at the London symphony orchestra.

An orchestral audience : classical music and continued patterns of distinction (2014)
Journal Article
Crawford, G., Gosling, V., Bagnall, G., & Light, B. (2014). An orchestral audience : classical music and continued patterns of distinction. Cultural Sociology, 8(4), 483-500. https://doi.org/10.1177/1749975514541862

This paper considers the key findings of a yearlong collaborative research project focusing on the audience of the London Symphony Orchestra and their introduction of a new mobile telephone (‘app’) ticketing system. A mixed-method approach was employ... Read More about An orchestral audience : classical music and continued patterns of distinction.

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
Amin, M. The Trojan Horse(s) of "Hello World" culture : the story of Sony PSP domestication through the eyes of the Homebrew users. (Thesis). University of Salford

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.

The social and cultural significance of online gaming (2011)
Book Chapter
Crawford, G., Gosling, V., & Light, B. (2011). The social and cultural significance of online gaming. In Online Gaming in Context: The Social and Cultural Significance of Online Games. London: Routledge

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.

Ethics and social networking sites: a disclosive analysis of Facebook (2010)
Journal Article
Light, B., & McGrath, K. (2010). Ethics and social networking sites: a disclosive analysis of Facebook. Information Technology and People, 23(4), 290-311. https://doi.org/10.1108/09593841011087770

Purpose – This paper aims to provide insights into the moral values embodied by a popular social networking site (SNS), Facebook. Design/methodology/approach – This study is based upon qualitative fieldwork, involving participant observation, cond... Read More about Ethics and social networking sites: a disclosive analysis of Facebook.

An investigation into resistance practices at an SME consultancy (2009)
Journal Article
Griffiths, M., & Light, B. (2009). An investigation into resistance practices at an SME consultancy. Journal of Enterprise Information Management, 22(1/2), 119-136. https://doi.org/10.1108/17410390910932786

Purpose – Prior research emphasises that organisational founders have a good deal of influence in organisational development and, where information and communication technogies (ICTs) are involved, a generic strategy is usually deployed by managers i... Read More about An investigation into resistance practices at an SME consultancy.

Social networking and digital gaming media convergence : classification and its consequences for appropriation (2008)
Journal Article
classification and its consequences for appropriation. Information Systems Frontiers, 10(4), 447-459. https://doi.org/10.1007/s10796-008-9105-4

Within the field of Information Systems, a good proportion of research is concerned with the work organisation and this has, to some extent, restricted the kind of application areas given consideration. Yet, it is clear that information and communica... Read More about Social networking and digital gaming media convergence : classification and its consequences for appropriation.

Unpacking end-user relations in an emerging ubiquitous computing environment : introducing the bystander (2008)
Journal Article
Ferneley, E., & Light, B. (2008). Unpacking end-user relations in an emerging ubiquitous computing environment : introducing the bystander. Journal of Information Technology, 23(3), 163-175. https://doi.org/10.1057/palgrave.jit.2000123

The move towards technological ubiquity is allowing a more idiosyncratic and dynamic working environment to emerge that may result in the restructuring of information communication technologies, and changes in their use through different user groups'... Read More about Unpacking end-user relations in an emerging ubiquitous computing environment : introducing the bystander.

IT C=consultants, salesmenship and the challenges of packaged software selection in SME's (2008)
Journal Article
Howcroft, D., & Light, B. (2008). IT C=consultants, salesmenship and the challenges of packaged software selection in SME's. Journal of Enterprise Information Management, 21(6), 597-615. https://doi.org/10.1108/17410390810911203

Purpose – This paper seeks to analyse the process of packaged software selection in a small organization, focussing particularly on the role of IT consultants as intermediaries in the process. Design/methodology/approach – This is based upon a longi... Read More about IT C=consultants, salesmenship and the challenges of packaged software selection in SME's.

More than just friends? Facebook, disclosive ethics and the morality of technology (2008)
Presentation / Conference
Light, B., McGrath, K., & Griffiths, M. (2008, January). More than just friends? Facebook, disclosive ethics and the morality of technology. Presented at International Conference on Information Systems

Social networking sites have become increasingly popular destinations for people wishing to chat, play games, make new friends or simply stay in touch. Furthermore, many organizations have been quick to grasp the potential they offer for marketing,... Read More about More than just friends? Facebook, disclosive ethics and the morality of technology.