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Matt Coward-Gibbs

Biographic Data

ID97237
NAMEMatt Coward-Gibbs
GIVEN NAMESMatt
FAMILY NAMECoward-Gibbs
SIGNATURECOWARD-GIBBS M
AFFILIATIONSUniversity of York
ORCID0000-0002-5982-7630
VERIFIEDYes
TOTAL WORKS4
TOTAL CITATIONS9
AUTHOR COUNT4
EDITOR COUNT0
FIRST PUBLICATION YEAR2021
LATEST PUBLICATION YEAR2024
H-INDEX2
  • I wasn’t me, grieving in my room. I was Spiderman’: Gaming, loss and self-care following Covid-19

    Open Access•Matthew Spokes, Jack Denham et al.•ARTICLE•Mortality•2024•Cited by: 1•References: 10

    Building on Stroebe and Schut’s (1999) ‘dual process model’ (DPM), this paper draws on data from a survey of young people who identify as regular gamers (n=450) and semi-structured follow-up interviews (n=20) to understand video games as a form of self-care, and the positive and problematic encounters gamers experience in relation to immersion and escapism. The work is situated in relation to game/leisure studies, and extant research on different…

  • You Feel Like You've Found a Place Where You Belong: Symbolic Interactionism and Online Social Video Games in the Age of Covid-19

    Open Access•Caitlin Veal, Matt Coward-Gibbs et al.•ARTICLE•Games and Culture•2024•Cited by: 1•References: 42

    This paper investigates how players perceive and understand the sociality afforded by online social video games (OSGs), framed by the COVID-19 pandemic. Utilizing data from semi-structured interviews ( n = 20), we apply Blumer's concept of symbolic interactionism to explore the ways in which video games take on new meanings in co-constructed, collaborative and contributory digital spaces. We argue (a) that games offer a meaningful social experien…

  • Why Don’t We Play Pandemic? Analog Gaming Communities in Lockdown

    Matt Coward-Gibbs•ARTICLE•Leisure Sciences•2021•Cited by: 2•References: 7

    This short response demonstrates the way in which COVID-19 has impacted analog gamers and their leisure practices. Analog gameplay, often referred to by its moniker – tabletop gaming – is jokingly referred to by many of its players as the perfect activity for self-isolation. As such, throughout this response, I consider the resilience of analog play in the wake of a global crisis, considering the way in which digital technologies, gaming lifestyl…

  • Creative Methodologies for a Mobile Criminology: Walking as Critical Pedagogy

    Open Access•Maggie O’neill, Ruth Penfold-Mounce et al.•ARTICLE•Sociological Research Online•2021•Cited by: 5•References: 44

    In this article, we build upon research that combines walking as a research method alongside participatory and biographical research to teach criminology and generate criminological knowledge and understanding in sensory and corporeal ways. We argue for a mobile criminology that attends to space, place, and time to analyse theories and concepts in criminology, as well as to undertake and apply research. In this article we share a biographical wal…

  • Creative Methodologies for a Mobile Criminology: Walking as Critical Pedagogy

    Open Access•Maggie O’neill, Ruth Penfold-Mounce et al.•ARTICLE•Sociological Research Online•2021•Cited by: 5•References: 44

    In this article, we build upon research that combines walking as a research method alongside participatory and biographical research to teach criminology and generate criminological knowledge and understanding in sensory and corporeal ways. We argue for a mobile criminology that attends to space, place, and time to analyse theories and concepts in criminology, as well as to undertake and apply research. In this article we share a biographical wal…

  • Why Don’t We Play Pandemic? Analog Gaming Communities in Lockdown

    Matt Coward-Gibbs•ARTICLE•Leisure Sciences•2021•Cited by: 2•References: 7

    This short response demonstrates the way in which COVID-19 has impacted analog gamers and their leisure practices. Analog gameplay, often referred to by its moniker – tabletop gaming – is jokingly referred to by many of its players as the perfect activity for self-isolation. As such, throughout this response, I consider the resilience of analog play in the wake of a global crisis, considering the way in which digital technologies, gaming lifestyl…

  • I wasn’t me, grieving in my room. I was Spiderman’: Gaming, loss and self-care following Covid-19

    Open Access•Matthew Spokes, Jack Denham et al.•ARTICLE•Mortality•2024•Cited by: 1•References: 10

    Building on Stroebe and Schut’s (1999) ‘dual process model’ (DPM), this paper draws on data from a survey of young people who identify as regular gamers (n=450) and semi-structured follow-up interviews (n=20) to understand video games as a form of self-care, and the positive and problematic encounters gamers experience in relation to immersion and escapism. The work is situated in relation to game/leisure studies, and extant research on different…

  • You Feel Like You've Found a Place Where You Belong: Symbolic Interactionism and Online Social Video Games in the Age of Covid-19

    Open Access•Caitlin Veal, Matt Coward-Gibbs et al.•ARTICLE•Games and Culture•2024•Cited by: 1•References: 42

    This paper investigates how players perceive and understand the sociality afforded by online social video games (OSGs), framed by the COVID-19 pandemic. Utilizing data from semi-structured interviews ( n = 20), we apply Blumer's concept of symbolic interactionism to explore the ways in which video games take on new meanings in co-constructed, collaborative and contributory digital spaces. We argue (a) that games offer a meaningful social experien…

  • Why Don’t We Play Pandemic? Analog Gaming Communities in Lockdown

    Matt Coward-Gibbs•ARTICLE•Leisure Sciences•2021•Cited by: 2•References: 7

    This short response demonstrates the way in which COVID-19 has impacted analog gamers and their leisure practices. Analog gameplay, often referred to by its moniker – tabletop gaming – is jokingly referred to by many of its players as the perfect activity for self-isolation. As such, throughout this response, I consider the resilience of analog play in the wake of a global crisis, considering the way in which digital technologies, gaming lifestyl…

  • Creative Methodologies for a Mobile Criminology: Walking as Critical Pedagogy

    Open Access•Maggie O’neill, Ruth Penfold-Mounce et al.•ARTICLE•Sociological Research Online•2021•Cited by: 5•References: 44

    In this article, we build upon research that combines walking as a research method alongside participatory and biographical research to teach criminology and generate criminological knowledge and understanding in sensory and corporeal ways. We argue for a mobile criminology that attends to space, place, and time to analyse theories and concepts in criminology, as well as to undertake and apply research. In this article we share a biographical wal…

  • I wasn’t me, grieving in my room. I was Spiderman’: Gaming, loss and self-care following Covid-19

    Open Access•Matthew Spokes, Jack Denham et al.•ARTICLE•Mortality•2024•Cited by: 1•References: 10

    Building on Stroebe and Schut’s (1999) ‘dual process model’ (DPM), this paper draws on data from a survey of young people who identify as regular gamers (n=450) and semi-structured follow-up interviews (n=20) to understand video games as a form of self-care, and the positive and problematic encounters gamers experience in relation to immersion and escapism. The work is situated in relation to game/leisure studies, and extant research on different…

  • You Feel Like You've Found a Place Where You Belong: Symbolic Interactionism and Online Social Video Games in the Age of Covid-19

    Open Access•Caitlin Veal, Matt Coward-Gibbs et al.•ARTICLE•Games and Culture•2024•Cited by: 1•References: 42

    This paper investigates how players perceive and understand the sociality afforded by online social video games (OSGs), framed by the COVID-19 pandemic. Utilizing data from semi-structured interviews ( n = 20), we apply Blumer's concept of symbolic interactionism to explore the ways in which video games take on new meanings in co-constructed, collaborative and contributory digital spaces. We argue (a) that games offer a meaningful social experien…

Psychology (4 works) · Coronavirus disease 2019 (COVID-19 (3 works) · Social Psychology (3 works) · Sociology (3 works) · 2019-20 coronavirus outbreak (2 works) · Digital Games and Media (2 works) · Impact of Technology on Adolescents (2 works) · Medicine (2 works) · Severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2 (2 works) · Social Psychology (2 works)

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