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Prof Garry Crawford's Outputs (66)

The esports experience economy: a multiple case study of esports events, peripherals and fashion (2024)
Journal Article
Brock, T., & Crawford, G. (in press). The esports experience economy: a multiple case study of esports events, peripherals and fashion. Internet Research, https://doi.org/10.1108/INTR-02-2024-0138

Purpose - To examine the cultural and economic circumstances that shape esports consumer agency through case studies of 'experiential consumption' (Miles, 2021).

Design/methodology/approach - A multiple case study approach (Stake, 2006) is deploy... Read More about The esports experience economy: a multiple case study of esports events, peripherals and fashion.

GAMEHEARTS Workshop Report (2024)
Report
Crawford, G., Bagnall, G., Gislam, C., Gosling, V., Simpson, S., Stukoff, M., …Wrona, S. GAMEHEARTS Workshop Report. EC

The GAMEHEARTS project aims to bolster the European video game industry ecosystems (hereafter, EVGIE) within the larger framework of creative and cultural industries (hereafter, CCI) by promoting economic growth, job creation, and social cohesion thr... Read More about GAMEHEARTS Workshop Report.

Just Fun and Games? A Sociological Consideration of Fun in Video Games (2024)
Journal Article
Crawford, G., & Brock, T. (2024). Just Fun and Games? A Sociological Consideration of Fun in Video Games. Games and Culture, https://doi.org/10.1177/15554120241254876

The concept of “fun” is widely used within the game design and game studies literature, and is frequently highlighted as a key component of good game design, as well as a key factor in why people play games. However, it is a term rarely unpacked, and... Read More about Just Fun and Games? A Sociological Consideration of Fun in Video Games.

Games, Gambling and Generation Z: Disruptive approaches to awareness of gambling harms - A practical guide to implementation (2023)
Report
Gbolagun-Suwa, V., Marshall, A.-M., Merlusca, S., Poliah, K., Stein, A., Sykes, L., …Yaw Obeng, J. (2023). Games, Gambling and Generation Z: Disruptive approaches to awareness of gambling harms - A practical guide to implementation. University of Salford

Game On was a project that aimed to increase awareness and evaluate the impacts of gambling for communities in Salford, specifically for 16-21-year-olds who are identified as being at risk. The normalisation of gambling is leading to an increasing fr... Read More about Games, Gambling and Generation Z: Disruptive approaches to awareness of gambling harms - A practical guide to implementation.

An Exploration of the Experiences of Nursing Staff during the Time of a Large Reconfiguration of Cancer Services at an NHS Hospital (2023)
Thesis
Elder, L. (2023). An Exploration of the Experiences of Nursing Staff during the Time of a Large Reconfiguration of Cancer Services at an NHS Hospital. (Thesis). University of Salford

Organisational change is a frequent practice within organisations. Research has shown organisational change to be highly complex, with many challenging considerations. Employees are identified as a significant influe... Read More about An Exploration of the Experiences of Nursing Staff during the Time of a Large Reconfiguration of Cancer Services at an NHS Hospital.

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.

To err is human : an exploration of the implementation of the Duty of Candour (2020)
Thesis
Barton, J. To err is human : an exploration of the implementation of the Duty of Candour. (Thesis). University of Salford

Aim of the study: to conduct qualitative research that considers the impact of the Duty of Candour legislation within healthcare.

Background: the concerns and complaints raised by a persistent group of patients and families, linked with increased... Read More about To err is human : an exploration of the implementation of the Duty of Candour.

A feminist study of women using mobile phones for empowerment and social capital in Kaduna, Nigeria (2020)
Thesis
Ndukwe, C. A feminist study of women using mobile phones for empowerment and social capital in Kaduna, Nigeria. (Thesis). University of Salford

The purpose of this study is to identify how Nigerian women have adopted and are using mobile phones for social capital building and empowerment. The study which is qualitative in nature utilises interviews to gather the experiences of the mobile liv... Read More about A feminist study of women using mobile phones for empowerment and social capital in Kaduna, Nigeria.

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.

The material role of digital media in connecting with, within, and beyond museums (2016)
Journal Article
Light, B., Bagnall, G., Crawford, G., & Gosling, V. (2018). The material role of digital media in connecting with, within, and beyond museums. Convergence, 24(4), 407-423. https://doi.org/10.1177/1354856516678587

The connective potentials of digital media have been positioned as a key part of a contemporary museum visitor experience. Using a sociology of translation, we construct a network of visitor experiences using data from a digital media engagement proj... Read More about The material role of digital media in connecting with, within, and beyond museums.

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.