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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.

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.

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 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.

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

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.

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.

The consumption of Sport (2007)
Book Chapter
Crawford, G. (2007). The consumption of Sport. In G. Ritzer (Ed.), Encyclopaedia of Sociology. Wiley-Blackwell

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.

‘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.