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
All Outputs (16)
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: RoutledgeFootball 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.
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.est0767The 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/10.1002/9781118766804Play 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.
Virtual leisure (2013)
Book Chapter
Crawford, G. (2013). Virtual leisure. In T. Blackshaw (Ed.), Anthology of Leisure Studies. London: Routledge
Forewords: Sport & its female fans (2012)
Book Chapter
Crawford, G. (2012). Forewords: Sport & its female fans. In K. Toffoletti, & P. Mewett (Eds.), Sport & Its Female Fans (xi-xiii). London: Routledge
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
It's not just a game : contemporary challenges for games research and the internet (2011)
Book Chapter
Crawford, G., Gosling, V., & Light, B. (2011). It's not just a game : contemporary challenges for games research and the internet. In Online Gaming in Context: The Social and Cultural Significance of Online Games. London: Routledge
Fans (2011)
Book Chapter
Crawford, G. (2011). Fans. In D. Southerton (Ed.), Encyclopaedia of Consumer Culture. London: Sage
Michel de Certeau (2011)
Book Chapter
Crawford, G. (2011). Michel de Certeau. In D. Southerton (Ed.), Encyclopaedia of Consumer Culture. London: SageThe three-volume Encyclopedia of Consumer Culture covers consuming societies around the world, from the Age of Enlightenment to the present, and shows how consumption has become intrinsic to the world’s social, economic, political, and cultural lands... Read More about Michel de Certeau.
Consuming sport, consuming beer: Sport fans, scene and everyday life (2009)
Book Chapter
Crawford, G. (2009). Consuming sport, consuming beer: Sport fans, scene and everyday life. In L. Wenner, & S. Jackson (Eds.), Sport, Beer, and gender: Promotional culture & contemporary social life (279-298). New York, USA: Peter Lang
The consumption of Sport (2007)
Book Chapter
Crawford, G. (2007). The consumption of Sport. In G. Ritzer (Ed.), Encyclopaedia of Sociology. Wiley-Blackwell
Playing the game: performance in digital game audiences (2007)
Book Chapter
Crawford, G., & Rutter, J. (2007). Playing the game: performance in digital game audiences. In J. Gray, C. Sandvoss, & C. Harrington (Eds.), Fandom: identities and communities in a mediated world (271-281). New York, USA: New York University Press
Cultural studies and digital games (2006)
Book Chapter
Crawford, G., & Rutter, J. (2006). Cultural studies and digital games. In J. Bryce, & J. Rutter (Eds.), Understanding Digital Games. London: Sage
Sensible soccer: Sport fandom and the rise of digital gaming (2005)
Book Chapter
Crawford, G. (2005). Sensible soccer: Sport fandom and the rise of digital gaming. In J. Magee, A. Bairner, & A. Tomlinson (Eds.), The Bountiful Game? Football, Identities and Finance (241-257). London: Meyer and Meyer
Ice hockey (2000)
Book Chapter
Crawford, G. (2000). Ice hockey. In R. Cox, G. Jarvie, & W. Vamplew (Eds.), Encyclopaedia of British Sport. London: ABC-Clio