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Prof Garry Crawford's Outputs (64)

Do Video Games Matter? Examining Video Games’ Pathways to Legitimacy and Cultural Value Through Cultural Intermediaries (2025)
Journal Article

After years on the fringe of our cultural and social life, video games are becoming more recognized as legitimate and culturally valuable. This paper examines the process of their legitimation through the role of ‘cultural intermediaries’, who frame... Read More about Do Video Games Matter? Examining Video Games’ Pathways to Legitimacy and Cultural Value Through Cultural Intermediaries.

Making sense of 'sport as a therapy choice' for paediatric physiotherapists working with young people with disabilities (2025)
Thesis

Physiotherapy practice is affected by the challenge of maintaining patients’ engagement with physiotherapy and appears in its top ten research priorities (Chartered Society of Physiotherapy, 2021b; Rankin et al, 2012, 2020). Paediatric physiotherapis... Read More about Making sense of 'sport as a therapy choice' for paediatric physiotherapists working with young people with disabilities.

The Ethical Limitations of Digital Marketing Engagement Strategies: Banterification and Professional Sports Teams’ Social Media Channels (2024)
Book Chapter

This chapter embarks on a critical naming of what we call the ‘banterification’ of professional sport clubs’ social media channels. With an emphasis on critical and ethical aspects of communication strategies, the chapter deconstructs how banter is e... Read More about The Ethical Limitations of Digital Marketing Engagement Strategies: Banterification and Professional Sports Teams’ Social Media Channels.

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.

An Exploration of the Experiences of Nursing Staff during the Time of a Large Reconfiguration of Cancer Services at an NHS Hospital (2023)
Thesis

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

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

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.

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.

Subcultures (2017)
Book Chapter

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.

Play (2016)
Book Chapter

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.