Devon Gidley
Biographic Data
| ID | 908170 |
|---|---|
| NAME | Devon Gidley |
| GIVEN NAMES | Devon |
| FAMILY NAME | Gidley |
| SIGNATURE | GIDLEY D |
| AFFILIATIONS | Queen's University Belfast |
| ORCID | 0000-0001-7465-9279 |
| VERIFIED | Yes |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 5 |
| AUTHOR COUNT | 3 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2023 |
| H-INDEX | 1 |
The dual institutional work of Lyra's Walk: Partisan violence and peace protest in Northern Ireland
Purpose The purpose of this paper is to explore peace protest as a form of institutional work aimed at supporting one institution and disrupting another. Design/methodology/approach The authors utilized walking ethnography (28 miles in 18 h while conducting 25 walking interviews) and digital media analysis (news reports, social media and electronic communication). Findings Walking participants engaged in multiple types of institutional work aimed…
Suffering, recovery and participant experience in a video game development accelerator
Purpose The authors aimed to explore how involvement in a creative development accelerator impacted participants. In particular, the authors considered the role of suffering in the acceleration process. Design/methodology/approach The authors conducted an ethnography of a rapid prototyping program in video game development. Data collection included participant observation (162 h before, 186 during and 463 h after the main prototyping), interviews…
Becoming part of a temporary protest organization through embodied walking ethnography
PurposeThis paper explores the consequences of researching temporary protest organizations through embodied ethnography, paying attention to how, when and why a researcher takes sides.Design/methodology/approachThe authors employed embodied walking ethnography to study Lyra's Walk, a three-day, 68-mile protest walk held in May 2019 to advocate for peace in Northern Ireland. Data were primarily ethnographic, complemented by an analysis of social m…
Becoming part of a temporary protest organization through embodied walking ethnography
PurposeThis paper explores the consequences of researching temporary protest organizations through embodied ethnography, paying attention to how, when and why a researcher takes sides.Design/methodology/approachThe authors employed embodied walking ethnography to study Lyra's Walk, a three-day, 68-mile protest walk held in May 2019 to advocate for peace in Northern Ireland. Data were primarily ethnographic, complemented by an analysis of social m…
Suffering, recovery and participant experience in a video game development accelerator
Purpose The authors aimed to explore how involvement in a creative development accelerator impacted participants. In particular, the authors considered the role of suffering in the acceleration process. Design/methodology/approach The authors conducted an ethnography of a rapid prototyping program in video game development. Data collection included participant observation (162 h before, 186 during and 463 h after the main prototyping), interviews…
Becoming part of a temporary protest organization through embodied walking ethnography
PurposeThis paper explores the consequences of researching temporary protest organizations through embodied ethnography, paying attention to how, when and why a researcher takes sides.Design/methodology/approachThe authors employed embodied walking ethnography to study Lyra's Walk, a three-day, 68-mile protest walk held in May 2019 to advocate for peace in Northern Ireland. Data were primarily ethnographic, complemented by an analysis of social m…
The dual institutional work of Lyra's Walk: Partisan violence and peace protest in Northern Ireland
Purpose The purpose of this paper is to explore peace protest as a form of institutional work aimed at supporting one institution and disrupting another. Design/methodology/approach The authors utilized walking ethnography (28 miles in 18 h while conducting 25 walking interviews) and digital media analysis (news reports, social media and electronic communication). Findings Walking participants engaged in multiple types of institutional work aimed…
Suffering, recovery and participant experience in a video game development accelerator
Purpose The authors aimed to explore how involvement in a creative development accelerator impacted participants. In particular, the authors considered the role of suffering in the acceleration process. Design/methodology/approach The authors conducted an ethnography of a rapid prototyping program in video game development. Data collection included participant observation (162 h before, 186 during and 463 h after the main prototyping), interviews…
Originality (3 works) · Social science (3 works) · Sociology (3 works) · Anthropology (2 works) · Embodied cognition (2 works) · Ethnography (2 works) · Management and Organizational Studies (2 works) · Media studies (2 works) · Participant observation (2 works) · Participatory Visual Research Methods (2 works)