Matt Coward-Gibbs
Biographic Data
| ID | 97237 |
|---|---|
| NAME | Matt Coward-Gibbs |
| GIVEN NAMES | Matt |
| FAMILY NAME | Coward-Gibbs |
| SIGNATURE | COWARD-GIBBS M |
| AFFILIATIONS | University of York |
| ORCID | 0000-0002-5982-7630 |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 9 |
| AUTHOR COUNT | 4 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2021 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 2 |
I wasn’t me, grieving in my room. I was Spiderman’: Gaming, loss and self-care following Covid-19
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
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
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
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
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
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
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
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
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
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
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
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)