Skip to main content

Research Repository

Advanced Search

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.

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.

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.

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.

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.

'I've always managed, that's what we do': Social capital and women's experiences of social exclusion (2008)
Journal Article
Gosling, V. (2008). 'I've always managed, that's what we do': Social capital and women's experiences of social exclusion. Sociological Research Online, 13(1), https://doi.org/10.5153/sro.1613

It is evident that the concept of 'social capital' has recently come to the forefront of many governmental strategies aimed at combating social exclusion. In particular the interpretation of social capital used by many authors and agencies is one tha... Read More about 'I've always managed, that's what we do': Social capital and women's experiences of social exclusion.

Regenerating communities: Women's experiences of urban regeneration (2008)
Journal Article
Gosling, V. (2008). Regenerating communities: Women's experiences of urban regeneration. Urban Studies, 45(3), 607-626. https://doi.org/10.1177/0042098007087337

In the UK, New Labour has placed great emphasis on community-based urban
regeneration as part of its strategy to combat social exclusion. However, there is little
understanding of the ways in which regeneration policies impact on the lives and
com... Read More about Regenerating communities: Women's experiences of urban regeneration.

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.

‘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.

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.

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.