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Outputs (64)

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., 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.

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

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.

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.

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.

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.

Introducing cultural studies (3rd edition) (2012)
Book
Longhurst, B., Smith, G., Bagnall, G., Crawford, G., Ogborn, M., Baldwin, E., & McCracken, S. (2012). Introducing cultural studies (3rd edition). Pearson

Video gamers (2012)
Book
Crawford, G. (2012). Video gamers. 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

Online gaming in context : the social and cultural significance of online games (2011)
Book
Gosling, V., Light, B., & Crawford, G. (2011). Online gaming in context : the social and cultural significance of online games. London: Routledge

There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our ever... Read More about Online gaming in context : the social and cultural significance of online games.

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.

Michel de Certeau (2011)
Book Chapter
Crawford, G. (2011). Michel de Certeau. In D. Southerton (Ed.), Encyclopaedia of Consumer Culture. London: Sage

The 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.

Key articles in British sociology: BSA 60th anniversary special collection (2011)
Book
(2011). G. Crawford, E. Green, K. O’Reilly, & C. Yuill (Eds.), Key articles in British sociology: BSA 60th anniversary special collection. London: Sage

The British Sociological Association 60th Anniversary Special Collection is a celebration of classic and contemporary articles from the stable of BSA journals: Cultural Sociology; Sociological Research Online; Sociology; and Work, Employment and Soci... Read More about Key articles in British sociology: BSA 60th anniversary special collection.

Fans (2011)
Book Chapter
Crawford, G. (2011). Fans. In D. Southerton (Ed.), Encyclopaedia of Consumer Culture. London: Sage

Forget the magic circle (or towards a sociology of video games) (2009)
Presentation / Conference
Crawford, G. (2009, June). Forget the magic circle (or towards a sociology of video games). Presented at Under the Mask 2, University of Bedfordshire

There have been several sociologists who have written, sometimes quite extensively and informatively, on video games, and more commonly many within video games studies have tapped into wider sociological literatures. However, more generally, the will... Read More about Forget the magic circle (or towards a sociology of video games).

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.

‘It’s in the game’: sport fans, film and digital gaming (2008)
Journal Article
Crawford, G. (2008). ‘It’s in the game’: sport fans, film and digital gaming. Sport in Society, 11(2/3), 130-145. https://doi.org/10.1080/17430430701823380

This essay compares the relative successes of sport-related films and sport-related digital games. Where sport-related films are relatively infrequent and even rarer successful when compared with other genres of film, sport-related games are a massiv... Read More about ‘It’s in the game’: sport fans, film and digital gaming.

Introducing cultural studies, second edition (2008)
Book
Longhurst, B., Smith, G., Bagnall, G., Crawford, G., Ogborn, M., Baldwin, E., & McCracken, S. (2008). Introducing cultural studies, second edition. Taylor and Francis. https://doi.org/10.4324/9781315834344

Includes hot topics such as globalization, youth subcultures, ‘virtual’ cultures, body modification, new media, technologically-assisted social networking and many more This text will be core reading for undergraduates and postgraduates in a varie... Read More about Introducing cultural studies, second edition.

Introducing cultural studies (2nd edition) (2008)
Book
Longhurst, B., Smith, G., Bagnall, G., Crawford, G., Ogborn, M., Baldwin, E., & McCracken, S. (2008). Introducing cultural studies (2nd edition). Harlow, UK: Pearson Education

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

The cult of champ man: the culture and pleasures of championship manager/football manager gamers (2006)
Journal Article
Crawford, G. (2006). The cult of champ man: the culture and pleasures of championship manager/football manager gamers. https://doi.org/10.1080/13691180600858721

This paper considers the popularity and social significance of the gaming series Championship Manager/Football Manager. Sport-related games continue to be one of the most popular forms of digital gaming, and the series has proved to be one of the mos... Read More about The cult of champ man: the culture and pleasures of championship manager/football manager gamers.

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

‘Cheering on the boys’: female sport fans and physical education (2005)
Journal Article
Gosling, V., & Crawford, G. (2005). ‘Cheering on the boys’: female sport fans and physical education

This paper considers the location of women as fans and followers of sport and the consequences of this for the teaching of Physical Education (PE). It argues that even though many women continue to be marginalised within sport fan communities, their... Read More about ‘Cheering on the boys’: female sport fans and physical education.

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.

The myth of the puck bunny: female fans and men's ice hockey (2004)
Journal Article
Crawford, G., & Gosling, V. (2004). The myth of the puck bunny: female fans and men's ice hockey. Sociology, 38(3), 477-493. https://doi.org/10.1177/0038038504043214

This article presents a consideration of the female followers of men’s ice hockey in the UK, questions why this sport has been so popular in attracting a high proportion of female supporters and considers their place and location within this supporte... Read More about The myth of the puck bunny: female fans and men's ice hockey.

The career of the sport supporter: the case of The Manchester Storm (2003)
Journal Article
Crawford, G. (2003). The career of the sport supporter: the case of The Manchester Storm. Sociology, 37(2), 219-237. https://doi.org/10.1177/0038038503037002001

This paper presents a theorisation of the induction and patterns of behaviour of the sport supporter along a social and moral career path. I argue that too often theorisations of contemporary sport supporters have relied upon restrictive and rigid t... Read More about The career of the sport supporter: the case of The Manchester Storm.

Cultural tourists and cultural trends: commercialization and the coming of The Storm (2002)
Journal Article
Crawford, G. (2002). Cultural tourists and cultural trends: commercialization and the coming of The Storm. Culture, sport, society, 5(1), 21-38. https://doi.org/10.1080/713999853

This paper constructs a brief history of British ice hockey and The Manchester Storm (the self-proclaimed largest ice hockey club outside of North America), focusing specifically on the re-emergence and commercialisation of the sport in the 1990s. T... Read More about Cultural tourists and cultural trends: commercialization and the coming of The Storm.

A case evaluation in internet assisted laboratory teaching (2001)
Journal Article
Crawford, G. (2001). A case evaluation in internet assisted laboratory teaching. Academic exchange quarterly : AEQ, 5(4),

This paper presents the preliminary findings from an evaluation conducted on the implementation of Internet assisted teaching of fluid mechanical engineering laboratory sessions on a university degree programme. This paper compares the particular me... Read More about A case evaluation in internet assisted laboratory teaching.

Characteristics of a British ice hockey audience: major findings of the 1998 and 1999 Manchester Storm Ice Hockey Club supporter surveys (2001)
Journal Article
Crawford, G. (2001). Characteristics of a British ice hockey audience: major findings of the 1998 and 1999 Manchester Storm Ice Hockey Club supporter surveys. International Review for the Sociology of Sport, 36(1), 71-81. https://doi.org/10.1177/101269001036001007

This paper presents a consideration of the major findings from over one and a half thousand respondents to two large-scale questionnaire based surveys of supporters of the British ice hockey club Manchester Storm conducted in 1998 and 1999. It is th... Read More about Characteristics of a British ice hockey audience: major findings of the 1998 and 1999 Manchester Storm Ice Hockey Club supporter surveys.

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

Freak scene? Narrative, audience & scene
Presentation / Conference
Crawford, G., & Gosling, V. Freak scene? Narrative, audience & scene. Presented at The [Player] Conference, IT University of Copenhagen, Copenhagen, Denmark

This paper develops, and expands upon, ideas first set out in both Crawford (2006) and Crawford and Rutter (2007), which posits the idea of considering gamers as a (media) audience — enabling parallels to be drawn with wider literatures and debates... Read More about Freak scene? Narrative, audience & scene.

Passagen des Spiels II
Book
Fuchs, M., Strouhal, E., Pfaller, R., Aarseth, E., Crawford, G., Maekelae, T., & et al, .. M. Fuchs, & E. Strouhal (Eds.), Passagen des Spiels II. Vienna, New York: Springer Vienna, New York

At the turn of the century it became apparent that games cannot be seen as marginal to a work and information society, but have taken a central position in society. Economy, sport, music, and architecture are all said to be influenced by play and our... Read More about Passagen des Spiels II.

British football on television
Other
Crawford, G., & Williams, J. British football on television. Leicester

Whannel and Williams (1993:2) have suggested that in recent years television has increasingly drawn other cultural and leisure pursuits, including football, into its domain. Moreover, it is evident that throughout this century in Western - if arguabl... Read More about British football on television.