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Outputs (29)

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.

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.

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.

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.

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

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.