Virtual leisure
(2013)
Book Chapter
Crawford, G. (2013). Virtual leisure. In T. Blackshaw (Ed.), Anthology of Leisure Studies. London: Routledge
Outputs (11)
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.
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