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Towards a digital football studies : current trends and future directions for football cultures research in the post-Covid-19 moment (2021)
Journal Article
Lawrence, S., & Crawford, G. (2022). Towards a digital football studies : current trends and future directions for football cultures research in the post-Covid-19 moment. Leisure Studies, 41(1), 56-69. https://doi.org/10.1080/02614367.2021.1948595

As the digital revolution continues apace, emergent technologies and means of communication have presented new challenges and opportunities for the field of football studies. In turn, researchers active across the social sciences and beyond have resp... Read More about Towards a digital football studies : current trends and future directions for football cultures research in the post-Covid-19 moment.

‘All avatars aren’t we’: football and the experience of football-themed digital content during a global pandemic (2021)
Journal Article
Crawford, G., Fenton, A., Chadwick, S., & Lawrence, S. (2022). ‘All avatars aren’t we’: football and the experience of football-themed digital content during a global pandemic. International Review for the Sociology of Sport, 57(4), 515-531. https://doi.org/10.1177/10126902211021529

This paper explores the contemporary nature of association football consumption. In particular, we argue that the Covid-19 pandemic reveals the contemporary and particular nature of the relationship between football and its supporters, which is incre... Read More about ‘All avatars aren’t we’: football and the experience of football-themed digital content during a global pandemic.

Cosplay & the art of play : exploring sub-culture through art (2019)
Book
Crawford, G., & Hancock, D. (2019). Cosplay & the art of play : exploring sub-culture through art. London: Palgrave Macmillan. https://doi.org/10.1007/978-3-030-15966-5

This book is an introduction to cosplay as a subculture and community, built around playful spaces and the everyday practices of crafting costumes, identities, and performances. Drawing on new and original ethnographic data, as well as the in... Read More about Cosplay & the art of play : exploring sub-culture through art.

Urban poachers : cosplay, playful cultures, and the appropriation of urban space (2018)
Journal Article
Crawford, G., & Hancock, D. (2018). Urban poachers : cosplay, playful cultures, and the appropriation of urban space. Journal of Fandom Studies, 6(3), 301-318. https://doi.org/10.1386/jfs.6.3.301_1

This article considers cosplayers’ use and transformation of urban space. Cosplay provides an important subcultural embodiment of contemporary popular culture, through which we can learn a great deal about contemporary forms of fandom, participatory... Read More about Urban poachers : cosplay, playful cultures, and the appropriation of urban space.

Football 2.0? The (un)changing nature of football and its possible futures (2018)
Book Chapter
Lawrence, S., & Crawford, G. (2018). Football 2.0? The (un)changing nature of football and its possible futures. In S. Lawrence, & G. Crawford (Eds.), Digital Football Cultures: Fandom, Identities and Resistance. London: Routledge

Football is changing. Then again, it always has been; nothing ever stays the same. But at another, deeper level, much also stays the same. The introduction and the subsequent chapters in this book have primarily focused on the changing nature of foot... Read More about Football 2.0? The (un)changing nature of football and its possible futures.

The hyperdigitalization of football cultures (2018)
Book Chapter
Lawrence, S., & Crawford, G. (2018). The hyperdigitalization of football cultures. In S. Lawrence, & G. Crawford (Eds.), Digital Football Cultures: Fandom, Identities and Resistance. London: Routledge

A feel for the game : exploring gaming 'experience' through the case of sports-themed video games (2018)
Journal Article
Crawford, G., Muriel, D., & Conway, S. (2019). A feel for the game : exploring gaming 'experience' through the case of sports-themed video games. Convergence, 25(5-6), 937-952. https://doi.org/10.1177/1354856518772027

Video gaming is often understood and narrated as an 'experience', and we would suggest that this is particularly notable with sports-themed video games. However, we would argue that how the game experience is curated and consumed, and how this relate... Read More about A feel for the game : exploring gaming 'experience' through the case of sports-themed video games.

British digital game studies (2018)
Journal Article
Crawford, G., MacCallum-Stewart, E., & Ruffino, P. (2018). British digital game studies. ToDiGRA (Online), 3(3), 1-11. https://doi.org/10.26503/todigra.v3i3.76

This paper provides a short and potted recent history of digital games research in Great Britain. We begin this story in 2001. Though a substantial amount of research and writing on digital games was taking in Britain since at least the 1980s, for us... Read More about British digital game studies.

Video games as culture : considering the role and importance of video games in contemporary society (2018)
Book
Muriel, D., & Crawford, G. (2018). Video games as culture : considering the role and importance of video games in contemporary society. London: Routledge. https://doi.org/10.4324/9781315622743

Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social li... Read More about Video games as culture : considering the role and importance of video games in contemporary society.

Video games and agency in contemporary society (2018)
Journal Article
Muriel, D., & Crawford, G. (2020). Video games and agency in contemporary society. Games and Culture, 15(2), 138-157. https://doi.org/10.1177/1555412017750448

In recent years, the idea of player control, or agency, has become central and explicit in certain video games and genres, affecting many debates concerning the study or definitions of video games. In spite of this, the notion of agency in video game... Read More about Video games and agency in contemporary society.

Subcultures (2017)
Book Chapter
Crawford, G. (2017). Subcultures. In B. Turner (Ed.), The Encyclopedia of Social Theory. London: Wiley-Blackwell. https://doi.org/10.1002/9781118430873.est0767

The term ‘subculture’ is often used to refer to any loosely identifiable, most often youth, group that appears to share some kind of common culture, such as music or pop culture tastes or fashion choices, which is in some way different to what would... Read More about Subcultures.

Play (2016)
Book Chapter
Law, Y., & Crawford, G. (2016). Play. In K. Jensen, R. Craig, J. Pooley, & E. Rothenbuhler (Eds.), International Encyclopaedia of Communication Theory and Philosophy. London: Wiley-Blackwell. https://doi.org/10.1002/9781118766804

Play is something that we all do, it is often easy to recognise, but also remarkably difficult to define: ‘…we seem to intuitively know what play is, but we still have difficulty defining exactly what factors are involved in the play process’ (Lentz,... Read More about Play.

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.

Appy days? (2016)
Other
Crawford, G. (2016). Appy days?

Research into an app that encourages students to attend classical music has elicited some unwelcome responses, reveals Garry Crawford.

Is it in the Game? Reconsidering play spaces, game definitions, theming and sports videogames (2015)
Journal Article
Crawford, G. (2015). Is it in the Game? Reconsidering play spaces, game definitions, theming and sports videogames. Games and Culture, 10(6), 571-592. https://doi.org/10.1177/1555412014566235

From the very first days of digital gaming, sport-themed videogames have been a constant and ever-popular presence. However, compared with many other genres of games, sports-themed videogames have remained relatively under-research. Using the case of... Read More about Is it in the Game? Reconsidering play spaces, game definitions, theming and sports videogames.

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.

Virtual leisure (2013)
Book Chapter
Crawford, G. (2013). Virtual leisure. In T. Blackshaw (Ed.), Anthology of Leisure Studies. London: Routledge