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Outputs (28)

The social and cultural significance of online gaming (2011)
Book Chapter
Crawford, G., Gosling, V., & Light, B. (2011). The social and cultural significance of online gaming. In Online Gaming in Context: The Social and Cultural Significance of Online Games. London: Routledge

Game scenes: theorizing digital game audiences (2011)
Journal Article
Crawford, G., & Gosling, V. (2011). Game scenes: theorizing digital game audiences. Games and Culture, 6(2), 135-154. https://doi.org/10.1177/1555412010364979

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 par... Read More about Game scenes: theorizing digital game audiences.

Game scenes: theorizing digital game audiences (2011)
Journal Article
Crawford, G., & Gosling, V. (2011). Game scenes: theorizing digital game audiences. Games and Culture, 6(2), 135-154. https://doi.org/10.1177/1555412010364979

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 par... Read More about Game scenes: theorizing digital game audiences.

More than a game: sports-themed video games & player narratives (2009)
Journal Article
Crawford, G., & Gosling, V. (2009). More than a game: sports-themed video games & player narratives. Sociology of Sport Journal, 26(1), 50-66

This paper considers of 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 upon our own and wider sociological and video ga... Read More about More than a game: sports-themed video games & player narratives.

More than a game: sports-themed video games & player narratives (2009)
Journal Article
Crawford, G., & Gosling, V. (2009). More than a game: sports-themed video games & player narratives. Sociology of Sport Journal, 26(1), 50-66

This paper considers of 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 upon our own and wider sociological and video ga... Read More about More than a game: sports-themed video games & player narratives.

Regenerating communities: Women's experiences of urban regeneration (2008)
Journal Article
Gosling, V. (2008). Regenerating communities: Women's experiences of urban regeneration. Urban Studies, 45(3), 607-626. https://doi.org/10.1177/0042098007087337

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 com... Read More about Regenerating communities: Women's experiences of urban regeneration.

'I've always managed, that's what we do': Social capital and women's experiences of social exclusion (2008)
Journal Article
Gosling, V. (2008). 'I've always managed, that's what we do': Social capital and women's experiences of social exclusion. Sociological Research Online, 13(1), https://doi.org/10.5153/sro.1613

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 tha... Read More about 'I've always managed, that's what we do': Social capital and women's experiences of social exclusion.

Toys for boys? The continued marginalization and participation of women as digital gamers (2005)
Journal Article
Crawford, G., & Gosling, V. (2005). Toys for boys? The continued marginalization and participation of women as digital gamers. Sociological Research Online, 10(1),

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 f... Read More about Toys for boys? The continued marginalization and participation of women as digital gamers.

Toys for boys? The continued marginalization and participation of women as digital gamers (2005)
Journal Article
Crawford, G., & Gosling, V. (2005). Toys for boys? The continued marginalization and participation of women as digital gamers. Sociological Research Online, 10(1),

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 f... Read More about Toys for boys? The continued marginalization and participation of women as digital gamers.