John Banks

ORCID: 0000-0003-3478-5806
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About
Contact & Profiles
Research Areas
  • Digital Games and Media
  • Cultural Industries and Urban Development
  • Contemporary Sociological Theory and Practice
  • Political Economy and Marxism
  • Digital Economy and Work Transformation
  • Labor Movements and Unions
  • Historical Studies on Reproduction, Gender, Health, and Societal Changes
  • Historical Economic and Social Studies
  • Digital Marketing and Social Media
  • Open Source Software Innovations
  • Economic Theory and Institutions
  • Migration, Ethnicity, and Economy
  • Drilling and Well Engineering
  • Australian History and Society
  • Business Strategy and Innovation
  • Cinema and Media Studies
  • Structural Engineering and Vibration Analysis
  • American Constitutional Law and Politics
  • Service and Product Innovation
  • Hydraulic Fracturing and Reservoir Analysis
  • Social Policy and Reform Studies
  • Housing, Finance, and Neoliberalism
  • Innovative Human-Technology Interaction
  • Quality and Safety in Healthcare
  • Political and Economic history of UK and US

Queensland University of Technology
2007-2021

Charles University
2021

Tampere University
2021

Total (United Kingdom)
2019-2020

University of California System
2019

Craft Engineering Associates (United States)
2019

La Trobe University
2012

Pennsylvania State University
2005-2009

Pinderfields Hospital
1996

University of Leicester
1972-1993

In the middle of twentieth century, sociologist finds himself in an awkward position.While he is just beginning to lay and secure foundations his discipline, impatient public demands with increasing urgency both immediately applicable comprehen- sive solutions from him.Following almost every sociological confer- ence, confident journalists charge sociologists being either igno- rant practical problems or incapable solving them.Like angry creditor, pursues sociologist's move order its hands...

10.2307/587428 article EN British Journal of Sociology 1960-06-01

This paper examines the industrial dynamics of new digital media from perspective consumer co‐creation. We find that consumer–producer interactions are an increasingly important source value‐creation. conclude cultural and economic analysis might be usefully united about these themes, situated creativity should construed as ongoing co‐evolutionary process between dynamics.

10.1080/13662710802373783 article EN Industry and Innovation 2008-10-01

Co-creative relations among professional media producers and consumers indicate a profound shift in which our frameworks categories of analysis (such as the traditional labour theory value) that worked well context an industrial economy are perhaps less helpful than before. Can this phenomenon just be explained exploitative extraction surplus value from work users, or is something else, potentially more challenging, playing out here? Does consumer co-creation contribute to precarious...

10.1177/1354856508094660 article EN Convergence The International Journal of Research into New Media Technologies 2008-10-14

• This article introduces a special issue on the topic of cocreative labour. The term co-creation is used to describe phenomenon consumers increasingly participating in process making and circulating media content experiences. Practices user-created user-led innovation are now significant sources both economic cultural value. But how should we understand analyse these value-generating activities? What identities forms agency that constitute emerging co-creative relations? Should define...

10.1177/1367877909337862 article EN International Journal of Cultural Studies 2009-09-01

10.2307/589753 article EN British Journal of Sociology 1973-12-01

Having demonstrated that their economic aspirations and circumstances were a necessary but not sufficient cause for the onset of family limitation by English upper middle classes, another suggested explanation, emancipation women, is examined in this study. This shows how feminists little involved campaigns, concludes such was less important than rising standard living.

10.2307/2091365 article EN American Sociological Review 1965-08-01

The phenomenon of consumer co-creation is often framed in terms whether either economic market forces or socio-cultural non-market ultimately dominate. We propose an alternate model co-evolution between markets and non-markets. Our based on a recent ethnographic study massively multiplayer online game through its development, release ultimate failure, cast two explanatory models: multiple games social network markets.We conclude that indeed complex, but ways relate to both emergent...

10.1177/1461444809343563 article EN New Media & Society 2010-01-28

This article discusses the ways in which relations among professional and non-professional participants co-creative are being reconfigured as part of shift from a closed industrial paradigm expertise towards open distributed networks. draws on ethnographic consultancy research undertaken throughout 2007 with Auran Games, Brisbane, Australia-based games developer, to explore relationships between developers gamers. followed informed Auran's online community management social networking...

10.1177/1329878x0913000110 article EN Media International Australia 2009-02-01

10.2307/589197 article FR British Journal of Sociology 1966-12-01

Founded in 1951, largely on the initiative of a number University professors from variety social sciences, B.S.A. was conceived at outset as meeting place disciplines. Although minority view favour sociology specialism and profession expressed very first Annual General Meeting, original conception has prevailed for greater part association's history hitherto. Only with great expansion teaching 1960s general recognition subject generally alternative obtained support. The Teacher's section is...

10.1177/003803856700100101 article EN Sociology 1967-01-01

We identify some tensions between formal education and informal learning in the uses of popular literacy since nineteenth century, order to argue for a ‘demand-led’ model digital literacy. go on analyse three case studies — storytelling, Flickr photosharing site MMOG (massively multiplayer online game) Fury discuss issues arising from demand-led learning, which requires procedural (not propositional) knowledge, vernacular creativity, ‘navigator’ entrepreneurial consumer agency. In light...

10.1177/1329878x0812800108 article EN Media International Australia 2008-08-01

The Australian games industry is a textbook case in creative destruction. developers have adaptively engaged with the rapidly transforming and uncertain conditions of global videogames industry. Some celebrate freedom they experienced shift towards original intellectual property for mobile platforms, while others caution about design craft compromises associated in-app monetisation mechanics. turmoil over past few years certainly characterised by precarious labour. But it also includes...

10.1177/1329878x16653488 article EN Media International Australia 2016-08-01

Individuals who work in the field of Prognostic and Health Management (PIIM) technology have come to understand that PHM can provide ability effectively manage operation, maintenance, logistic support individual assets or groups through availability regularly updated detailed health information. Naturally, prospective customers ask: "How will implementation benefit my organization?" Typically, response by individuals is: "Anecdotal evidence indicates decreases maintenance costs, increases...

10.1109/maes.2009.4811085 article EN IEEE Aerospace and Electronic Systems Magazine 2009-03-01
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