Victoria K Gosling
Datos Biográficos
| ID | 228424 |
|---|---|
| NOMBRE | Victoria K Gosling |
| NOMBRES | Victoria K |
| APELLIDO | Gosling |
| FIRMA | GOSLING V K |
| AFILIACIONES | University of Salford |
| VERIFICADO | No |
| TOTAL DE OBRAS | 10 |
| TOTAL DE CITAS | 65 |
| TOTAL COMO AUTOR | 9 |
| TOTAL COMO EDITOR | 1 |
| PRIMER AÑO DE PUBLICACIÓN | 2004 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2025 |
| ÍNDICE H | 5 |
Do Video Games Matter? Examining Video Games’ Pathways to Legitimacy and Cultural Value Through Cultural Intermediaries
After years on the fringe of our cultural and social life, video games are becoming more recognized as legitimate and culturally valuable. This paper examines the process of their legitimation through the role of ‘cultural intermediaries’, who frame video games as meaningful cultural artifacts. Drawing on Bourdieu's theories, this paper explores how external cultural institutions legitimize video games and how cross-media pollination further rein…
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 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 and cultural sector in the UK, in the face of funding cuts, has been keen to engage with such ideas in order to demonstrate value for money; by improving the efficiency of their operations, improving th…
An Orchestral Audience
This paper considers the key findings of a year-long 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 employed, utilizing focus groups and questionnaires with over 80 participants, to research a sample group of university students. This research develops our understanding of classical music audiences, and …
Online Gaming in Context
There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances in mobile telephone technology, the rise in more '…
Game Scenes
This article develops and expands on earlier work of the authors, which posits the idea of considering gamers as a (media) audience-enabling parallels to be drawn with wider literatures and debates on audience research and media fan cultures. In particular, drawing on some illustrative examples from qualitative research (funded by the British Academy) into the everyday lives of gamers, this article suggests that the concept of ''scene'' (borrowed…
More than a Game
This article considers the social importance of sports-themed video games, and more specifically, discusses their use and role in the construction of gaming and wider social narratives. Here, building on our own and wider sociological and video games studies, we advocate adopting an audience research perspective that allows for consideration of not only narratives within games but also how these narratives are used and located within the everyday…
Regenerating Communities
In the UK, New Labour has placed great emphasis on community-based urban regeneration as part of its strategy to combat social exclusion. However, there is little understanding of the ways in which regeneration policies impact on the lives and communities of `socially excluded' women. This paper draws on qualitative research into women's experiences of urban regeneration. It argues that, although local communities continue to play an important ro…
I've Always Managed, That's What We Do
It is evident that the concept of 'social capital' has recently come to the forefront of many governmental strategies aimed at combating social exclusion. In particular the interpretation of social capital used by many authors and agencies is one that emphasises the importance of not only social networks and contacts, but also a social responsibility to one's local community and wider society. Most notably it is poor people and poorer neighbourho…
Toys for Boys? Women's Marginalization and Participation as Digital Gamers
This paper develops out of ongoing research into the location and use of digital gaming in practices of everyday life. Specifically this paper draws on a questionnaire based survey of just under four hundred undergraduate students and twenty-three follow up interviews. This paper suggests that the women in this research play digital games significantly less than their male counterparts, and suggests that this is largely due to digital games conti…
The Myth of the 'Puck Bunny
This article presents a consideration of the female followers of men's ice hockey in the UK, questions why this sport has been so popular in attracting a high proportion of female supporters and considers their place and location within this supporter base. In particular, the article argues that the perceived safety and accessibility of ice hockey has proved important in attracting many female supporters. However, this research argues that female…
The Myth of the 'Puck Bunny
This article presents a consideration of the female followers of men's ice hockey in the UK, questions why this sport has been so popular in attracting a high proportion of female supporters and considers their place and location within this supporter base. In particular, the article argues that the perceived safety and accessibility of ice hockey has proved important in attracting many female supporters. However, this research argues that female…
More than a Game
This article considers the social importance of sports-themed video games, and more specifically, discusses their use and role in the construction of gaming and wider social narratives. Here, building on our own and wider sociological and video games studies, we advocate adopting an audience research perspective that allows for consideration of not only narratives within games but also how these narratives are used and located within the everyday…
Regenerating Communities
In the UK, New Labour has placed great emphasis on community-based urban regeneration as part of its strategy to combat social exclusion. However, there is little understanding of the ways in which regeneration policies impact on the lives and communities of `socially excluded' women. This paper draws on qualitative research into women's experiences of urban regeneration. It argues that, although local communities continue to play an important ro…
Game Scenes
This article develops and expands on earlier work of the authors, which posits the idea of considering gamers as a (media) audience-enabling parallels to be drawn with wider literatures and debates on audience research and media fan cultures. In particular, drawing on some illustrative examples from qualitative research (funded by the British Academy) into the everyday lives of gamers, this article suggests that the concept of ''scene'' (borrowed…
I've Always Managed, That's What We Do
It is evident that the concept of 'social capital' has recently come to the forefront of many governmental strategies aimed at combating social exclusion. In particular the interpretation of social capital used by many authors and agencies is one that emphasises the importance of not only social networks and contacts, but also a social responsibility to one's local community and wider society. Most notably it is poor people and poorer neighbourho…
Toys for Boys? Women's Marginalization and Participation as Digital Gamers
This paper develops out of ongoing research into the location and use of digital gaming in practices of everyday life. Specifically this paper draws on a questionnaire based survey of just under four hundred undergraduate students and twenty-three follow up interviews. This paper suggests that the women in this research play digital games significantly less than their male counterparts, and suggests that this is largely due to digital games conti…
An Orchestral Audience
This paper considers the key findings of a year-long 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 employed, utilizing focus groups and questionnaires with over 80 participants, to research a sample group of university students. This research develops our understanding of classical music audiences, and …
The Myth of the 'Puck Bunny
This article presents a consideration of the female followers of men's ice hockey in the UK, questions why this sport has been so popular in attracting a high proportion of female supporters and considers their place and location within this supporter base. In particular, the article argues that the perceived safety and accessibility of ice hockey has proved important in attracting many female supporters. However, this research argues that female…
Toys for Boys? Women's Marginalization and Participation as Digital Gamers
This paper develops out of ongoing research into the location and use of digital gaming in practices of everyday life. Specifically this paper draws on a questionnaire based survey of just under four hundred undergraduate students and twenty-three follow up interviews. This paper suggests that the women in this research play digital games significantly less than their male counterparts, and suggests that this is largely due to digital games conti…
Regenerating Communities
In the UK, New Labour has placed great emphasis on community-based urban regeneration as part of its strategy to combat social exclusion. However, there is little understanding of the ways in which regeneration policies impact on the lives and communities of `socially excluded' women. This paper draws on qualitative research into women's experiences of urban regeneration. It argues that, although local communities continue to play an important ro…
I've Always Managed, That's What We Do
It is evident that the concept of 'social capital' has recently come to the forefront of many governmental strategies aimed at combating social exclusion. In particular the interpretation of social capital used by many authors and agencies is one that emphasises the importance of not only social networks and contacts, but also a social responsibility to one's local community and wider society. Most notably it is poor people and poorer neighbourho…
More than a Game
This article considers the social importance of sports-themed video games, and more specifically, discusses their use and role in the construction of gaming and wider social narratives. Here, building on our own and wider sociological and video games studies, we advocate adopting an audience research perspective that allows for consideration of not only narratives within games but also how these narratives are used and located within the everyday…
Game Scenes
This article develops and expands on earlier work of the authors, which posits the idea of considering gamers as a (media) audience-enabling parallels to be drawn with wider literatures and debates on audience research and media fan cultures. In particular, drawing on some illustrative examples from qualitative research (funded by the British Academy) into the everyday lives of gamers, this article suggests that the concept of ''scene'' (borrowed…
Online Gaming in Context
There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances in mobile telephone technology, the rise in more '…
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 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 and cultural sector in the UK, in the face of funding cuts, has been keen to engage with such ideas in order to demonstrate value for money; by improving the efficiency of their operations, improving th…
An Orchestral Audience
This paper considers the key findings of a year-long 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 employed, utilizing focus groups and questionnaires with over 80 participants, to research a sample group of university students. This research develops our understanding of classical music audiences, and …
Do Video Games Matter? Examining Video Games’ Pathways to Legitimacy and Cultural Value Through Cultural Intermediaries
After years on the fringe of our cultural and social life, video games are becoming more recognized as legitimate and culturally valuable. This paper examines the process of their legitimation through the role of ‘cultural intermediaries’, who frame video games as meaningful cultural artifacts. Drawing on Bourdieu's theories, this paper explores how external cultural institutions legitimize video games and how cross-media pollination further rein…
Sociology (10 obras) · Digital Games and Media (6 obras) · Media studies (6 obras) · Computer Science (5 obras) · Multimedia (5 obras) · Political science (5 obras) · Advertising (4 obras) · Art (4 obras) · Business (4 obras) · Literature (4 obras)