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G Crawford

Dados Biográficos

ID68137
NOMEG Crawford
PRENOMESG
SOBRENOMECrawford
ASSINATURACRAWFORD G
AFILIAÇÕESUniversity of Salford
ORCID0000-0002-7499-3864
VERIFICADOSim
TOTAL DE OBRAS32
TOTAL DE CITAÇÕES170
TOTAL COMO AUTOR32
TOTAL COMO EDITOR0
PRIMEIRO ANO DE PUBLICAÇÃO1965
ANO MAIS RECENTE DE PUBLICAÇÃO2025
ÍNDICE H7
  • Do Video Games Matter? Examining Video Games’ Pathways to Legitimacy and Cultural Value Through Cultural Intermediaries

    Open Access•Charlotte Gislam, G Crawford et al.•ARTICLE•Games and Culture•2025

    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 video games as meaningful cultural artifacts. Drawing on Bourdieu's theories, this paper explores how external cultural institutions legitimize video games and how cross-media pollination further rein…

  • Video Games in/as Culture

    Open Access•N Yodovich, Gaynor Bagnall et al.•ARTICLE•International Journal of the…•2025•Citada por: 1•Referências: 4

    This article explores the cultural significance of video games through a workshop that brought together academics and leading industry professionals representing the cultural, media, sport and games industries. The workshop was not only used for its traditional role of dissemination, but also as a methodological tool to review and examine the current state of the video game industry. The workshop focused on highlighting the crossover of video gam…

  • Just Fun and Games? A Sociological Consideration of Fun in Video Games

    Open Access•G Crawford, Tom Brock•ARTICLE•Games and Culture•2024•Citada por: 1•Referências: 14

    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 fun in video games remains relatively underresearched, certainly in comparison to other associated terms such as “play.” This article therefore provides a much-needed sociological exploration of a te…

  • The esports experience economy

    Tom Brock, G Crawford•ARTICLE•Internet Research•2024•Citada por: 1•Referências: 4

    Purpose This study aims to examine the cultural and economic circumstances that shape esports consumer agency through case studies of “experiential consumption” (Miles, 2021). Design/methodology/approach A multiple-case study approach (Stake, 2006) is deployed alongside participant observation and document analysis to identify three cases of experiential consumption in esports – an esports tournament, a large online community for gaming periphera…

  • Towards a digital football studies

    Open Access•Stefan Lawrence, G Crawford•ARTICLE•Leisure Studies•2022•Citada por: 17•Referências: 79

    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 responded and are beginning to carve out a new field of study - digital football studies. In the absence of any concentrated review of this field, the purpose of this paper is threefold: (1) to critically…

  • All Avatars Aren't We

    Open Access•G Crawford, Alex Fenton et al.•ARTICLE•International Review for the…•2022•Citada por: 4•Referências: 16

    This paper explores the contemporary nature of association football consumption. In particular, we argue that the coronavirus 2019 pandemic reveals the contemporary and particular nature of the relationship between football and its supporters, which is increasingly focused on the consumption of themed digital participatory experiences. During this pandemic, what fans missed was not only live football, but also the sporting 'experience' and the op…

  • Video Games and Agency in Contemporary Society

    Open Access•D Muriel, G Crawford•ARTICLE•Games and Culture•2020•Citada por: 20•Referências: 16

    In recent years, the idea of player control, or agency, has become central and explicit in certain video games and genres, affecting many debates concerning the study or definitions of video games. In spite of this, the notion of agency in video games has been rarely explicitly explored or defined in relation to its sociological and political dimensions. Hence, drawing on actor-network theory, (neo-)Foucauldian governmentality studies, and empiri…

  • Cosplay and the Art of Play

    Open Access•G Crawford, David Hancock•BOOK•Cosplay and the Art of Play•2019

  • Video Games As Culture

    D Muriel, Muriel Daniel et al.•BOOK•Video Games As Culture•2018

    Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on …

  • Subcultures

    Open Access•G Crawford•CHAPTER•Wiley Blackwell Encyclopedia of…•2017

    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 commonly be deemed “mainstream” culture. However, its meaning in academic theory has much more specific origins and meanings, which most commonly see subcultures as a working‐class (and most commonly …

  • The International Encyclopedia of Communication Theory and Philosophy

    Open Access•YY Law, G Crawford et al.•BOOK•The International Encyclopedia of…•2016

    Social cues, such as eye gaze and pointing fingers, can increase the prioritisation of specific locations for cognitive processing. A previous study using a manual reaching task showed that, although both gaze and pointing cues altered target prioritisation (reaction times [RTs]), only pointing cues affected action execution (trajectory deviations). These differential effects of gaze and pointing cues on action execution could be because the gaze…

  • Play

    Open Access•Ying‐Ying Law, G Crawford•CHAPTER•The International Encyclopedia of…•2016

    Play is something that we all do; it is often easy to recognize, but also remarkably difficult to define. The meaning of “play” and its role within society have been a subject of debate since antiquity; and providing an agreed‐upon definition of what constitutes play has remained both elusive and fraught with controversy. But though definitions are difficult, they are necessary to provide a frame of reference to contextualize and focus discussion…

  • Introducing Cultural Studies

    Brian Longhurst, Greg Smith et al.•BOOK•Introducing Cultural Studies•2016•Citada por: 27

    This updated, new edition of Introducing Cultural Studies provides a systematic and comprehensible introduction to the concepts, debates and latest research in the field. Reinforcing the interdisciplinary nature of Cultural Studies, the authors first guide the reader through cultural theory before branching out to examine different dimensions of culture in detail – including globalisation, the body, geography, fashion, and politics. Incorporating…

  • Is it in the Game? Reconsidering Play Spaces, Game Definitions, Theming, and Sports Videogames

    Open Access•G Crawford•ARTICLE•Games and Culture•2015•Citada por: 7•Referências: 32

    From the very first days of digital gaming, sport-themed videogames have been a constant and ever-popular presence. However, compared with many other genres of games, sports-themed videogames have remained relatively underresearched. Using the case of "sports videogames," this article advocates a critical and located approach to understanding videogames and gameplay. Unlike many existing theorizations of gameplay, such as the "magic circle," whic…

  • 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

    G Crawford, Victoria Gosling et al.•ARTICLE•Information Communication & Society•2014

    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 and cultural sector in the UK, in the face of funding cuts, has been keen to engage with such ideas in order to demonstrate value for money; by improving the efficiency of their operations, improving th…

  • An Orchestral Audience

    Open Access•G Crawford, Victoria Gosling et al.•ARTICLE•Cultural Sociology•2014•Citada por: 3•Referências: 20

    This paper considers the key findings of a year-long 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 employed, utilizing focus groups and questionnaires with over 80 participants, to research a sample group of university students. This research develops our understanding of classical music audiences, and …

  • Video Gamers

    G Crawford•BOOK•Video Gamers•2011

    Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place within contemporary life. It is fair to say, however, that the majority of research to date has focused most specifically on either the video games themselves, or the direct engagement of gamers with a specific piece of game technology. In contrast, Video Gamers is the first book t…

  • Game Scenes

    Open Access•Victoria K Gosling, G Crawford•ARTICLE•Games and Culture•2011•Citada por: 6•Referências: 27

    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 particular, drawing on some illustrative examples from qualitative research (funded by the British Academy) into the everyday lives of gamers, this article suggests that the concept of ''scene'' (borrowed…

  • The Sage Dictionary of Leisure Studies

    Tony Blackshaw, G Crawford•BOOK•The Sage Dictionary of Leisure…•2009

  • Use of a Web-Based Data System to Conduct a Randomized Controlled Trial of an Intervention for Children Placed in Out-of-Home Care

    Heather N Taussig, Edward F Garrido et al.•ARTICLE•Social Work Research•2009•Citada por: 1

    Journal Article Use of a Web-Based Data System to Conduct a Randomized Controlled Trial of an Intervention for Children Placed in Out-of-Home Care Get access Heather N. Taussig, PhD, Heather N. Taussig, PhD associate professor of pediatrics and psychiatry Kempe Center for the Prevention and Treatment of Child Abuse and Neglect, University of Colorado, Denver, School of Medicine, Anschutz Medical Campus, 13123 E 16th Avenue, B390, Aurora, CO 80045…

  • More than a Game

    G Crawford, Victoria K Gosling•ARTICLE•Sociology of Sport Journal•2009•Citada por: 13•Referências: 5

    This article considers 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 on our own and wider sociological and video games studies, we advocate adopting an audience research perspective that allows for consideration of not only narratives within games but also how these narratives are used and located within the everyday…

  • Consumption of Sport

    Open Access•G Crawford•CHAPTER•2007

    In most advanced capitalist societies, sport is hard to avoid. Sport‐related media shows and channels, magazines, newspapers, Internet sites, films, fictional and non‐fictional books, advertising campaigns, video games, and even soap operas saturate our everyday lives. Sport is also a regular conversation topic for many families, friends, and work colleagues, and sport‐related goods (often demonstrating sporting allegiances) such as jerseys, scar…

  • Three-factor model of Schizotypal Personality in a British Christian sample

    Niko Tiliopoulos, G Crawford•ARTICLE•Mental Health Religion & Culture•2007

    The three-factor structure of schizotypy, as measured through the Schizotypal Personality Questionnaire (SPQ), was assessed in a non-clinical Christian sample of 161 British adults from a wide range of denominational backgrounds. Participants were recruited through non-random purposive sampling. The trifactor model was unambiguously replicated. Furthermore, the SPQ exhibited excellent internal consistencies (range 0.73 to 0.97), while Confirmator…

  • The cult of Champ Man

    G Crawford•ARTICLE•Information Communication & Society•2006

    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 most successful of all time. Drawing on 32 interviews with game players and developers of this series, this paper argues that this series has proved particularly popular due to its ‘intertextual’ links t…

  • Digital Gaming, Sport and Gender

    G Crawford•ARTICLE•Leisure Studies•2005•Citada por: 9•Referências: 14

    This paper has developed out of ongoing research into the associated patterns of sport and digital gaming interests and participation. Specifically, this paper presents the major findings of a questionnaire based survey distributed to undergraduate students at Sheffield's two universities, and a number of follow up interviews. Contrary to popular perceptions, this research finds no evidence to suggest that participating in digital gaming can have…

Próximo
  • Introducing Cultural Studies

    Brian Longhurst, Greg Smith et al.•BOOK•Introducing Cultural Studies•2016•Citada por: 27

    This updated, new edition of Introducing Cultural Studies provides a systematic and comprehensible introduction to the concepts, debates and latest research in the field. Reinforcing the interdisciplinary nature of Cultural Studies, the authors first guide the reader through cultural theory before branching out to examine different dimensions of culture in detail – including globalisation, the body, geography, fashion, and politics. Incorporating…

  • The Myth of the 'Puck Bunny

    Open Access•G Crawford, Victoria K Gosling•ARTICLE•Sociology•2004•Citada por: 23•Referências: 7

    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 supporter base. In particular, the article argues that the perceived safety and accessibility of ice hockey has proved important in attracting many female supporters. However, this research argues that female…

  • The Career of the Sport Supporter

    Open Access•G Crawford•ARTICLE•Sociology•2003•Citada por: 21•Referências: 11

    This article presents a theorization of the induction and patterns of behaviour of the sport supporter along a social and moral career path. I argue that too often theorizations of contemporary sport supporters have relied upon restrictive and rigid typologies or dichotomies based upon excessively subjective codes of authenticity. I suggest that what is required is a return to the Chicagoan concept of status passage and career, married with an un…

  • Video Games and Agency in Contemporary Society

    Open Access•D Muriel, G Crawford•ARTICLE•Games and Culture•2020•Citada por: 20•Referências: 16

    In recent years, the idea of player control, or agency, has become central and explicit in certain video games and genres, affecting many debates concerning the study or definitions of video games. In spite of this, the notion of agency in video games has been rarely explicitly explored or defined in relation to its sociological and political dimensions. Hence, drawing on actor-network theory, (neo-)Foucauldian governmentality studies, and empiri…

  • Towards a digital football studies

    Open Access•Stefan Lawrence, G Crawford•ARTICLE•Leisure Studies•2022•Citada por: 17•Referências: 79

    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 responded and are beginning to carve out a new field of study - digital football studies. In the absence of any concentrated review of this field, the purpose of this paper is threefold: (1) to critically…

  • More than a Game

    G Crawford, Victoria K Gosling•ARTICLE•Sociology of Sport Journal•2009•Citada por: 13•Referências: 5

    This article considers 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 on our own and wider sociological and video games studies, we advocate adopting an audience research perspective that allows for consideration of not only narratives within games but also how these narratives are used and located within the everyday…

  • Digital Gaming, Sport and Gender

    G Crawford•ARTICLE•Leisure Studies•2005•Citada por: 9•Referências: 14

    This paper has developed out of ongoing research into the associated patterns of sport and digital gaming interests and participation. Specifically, this paper presents the major findings of a questionnaire based survey distributed to undergraduate students at Sheffield's two universities, and a number of follow up interviews. Contrary to popular perceptions, this research finds no evidence to suggest that participating in digital gaming can have…

  • Is it in the Game? Reconsidering Play Spaces, Game Definitions, Theming, and Sports Videogames

    Open Access•G Crawford•ARTICLE•Games and Culture•2015•Citada por: 7•Referências: 32

    From the very first days of digital gaming, sport-themed videogames have been a constant and ever-popular presence. However, compared with many other genres of games, sports-themed videogames have remained relatively underresearched. Using the case of "sports videogames," this article advocates a critical and located approach to understanding videogames and gameplay. Unlike many existing theorizations of gameplay, such as the "magic circle," whic…

  • Characteristics of a British Ice Hockey Audience

    Open Access•G Crawford•ARTICLE•International Review for the…•2001•Citada por: 7•Referências: 2

    This article presents a consideration of the major findings from 1425 respondents to two large-scale questionnaire-based surveys of supporters of the British ice hockey club Manchester Storm conducted in 1998 and 1999. It is the intention of this article to provide a source of comparative information on a relatively under-researched audience and as a basis for continuing research on sport audiences, both in Britain and internationally. These surv…

  • Game Scenes

    Open Access•Victoria K Gosling, G Crawford•ARTICLE•Games and Culture•2011•Citada por: 6•Referências: 27

    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 particular, drawing on some illustrative examples from qualitative research (funded by the British Academy) into the everyday lives of gamers, this article suggests that the concept of ''scene'' (borrowed…

  • A Spirally Decorated Object from Garboldisham

    Open Access•G Crawford, A Barholm et al.•ARTICLE•Antiquity•1965•Citada por: 5

    The complexity of the remains at Great Shelford could be matched many times over amongst air photographs of settlement sites on valley gravels taken in recent years. Major Allen's photographs of Stanton Harcourt [4] in (TL 43 5 545)

  • All Avatars Aren't We

    Open Access•G Crawford, Alex Fenton et al.•ARTICLE•International Review for the…•2022•Citada por: 4•Referências: 16

    This paper explores the contemporary nature of association football consumption. In particular, we argue that the coronavirus 2019 pandemic reveals the contemporary and particular nature of the relationship between football and its supporters, which is increasingly focused on the consumption of themed digital participatory experiences. During this pandemic, what fans missed was not only live football, but also the sporting 'experience' and the op…

  • Toys for Boys? Women's Marginalization and Participation as Digital Gamers

    Open Access•G Crawford, Victoria Gosling et al.•ARTICLE•Sociological Research Online•2005•Citada por: 4•Referências: 16

    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 follow up interviews. This paper suggests that the women in this research play digital games significantly less than their male counterparts, and suggests that this is largely due to digital games conti…

  • An Orchestral Audience

    Open Access•G Crawford, Victoria Gosling et al.•ARTICLE•Cultural Sociology•2014•Citada por: 3•Referências: 20

    This paper considers the key findings of a year-long 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 employed, utilizing focus groups and questionnaires with over 80 participants, to research a sample group of university students. This research develops our understanding of classical music audiences, and …

  • Video Games in/as Culture

    Open Access•N Yodovich, Gaynor Bagnall et al.•ARTICLE•International Journal of the…•2025•Citada por: 1•Referências: 4

    This article explores the cultural significance of video games through a workshop that brought together academics and leading industry professionals representing the cultural, media, sport and games industries. The workshop was not only used for its traditional role of dissemination, but also as a methodological tool to review and examine the current state of the video game industry. The workshop focused on highlighting the crossover of video gam…

  • Just Fun and Games? A Sociological Consideration of Fun in Video Games

    Open Access•G Crawford, Tom Brock•ARTICLE•Games and Culture•2024•Citada por: 1•Referências: 14

    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 fun in video games remains relatively underresearched, certainly in comparison to other associated terms such as “play.” This article therefore provides a much-needed sociological exploration of a te…

  • The esports experience economy

    Tom Brock, G Crawford•ARTICLE•Internet Research•2024•Citada por: 1•Referências: 4

    Purpose This study aims to examine the cultural and economic circumstances that shape esports consumer agency through case studies of “experiential consumption” (Miles, 2021). Design/methodology/approach A multiple-case study approach (Stake, 2006) is deployed alongside participant observation and document analysis to identify three cases of experiential consumption in esports – an esports tournament, a large online community for gaming periphera…

  • Use of a Web-Based Data System to Conduct a Randomized Controlled Trial of an Intervention for Children Placed in Out-of-Home Care

    Heather N Taussig, Edward F Garrido et al.•ARTICLE•Social Work Research•2009•Citada por: 1

    Journal Article Use of a Web-Based Data System to Conduct a Randomized Controlled Trial of an Intervention for Children Placed in Out-of-Home Care Get access Heather N. Taussig, PhD, Heather N. Taussig, PhD associate professor of pediatrics and psychiatry Kempe Center for the Prevention and Treatment of Child Abuse and Neglect, University of Colorado, Denver, School of Medicine, Anschutz Medical Campus, 13123 E 16th Avenue, B390, Aurora, CO 80045…

  • A Spirally Decorated Object from Garboldisham

    Open Access•G Crawford, A Barholm et al.•ARTICLE•Antiquity•1965•Citada por: 5

    The complexity of the remains at Great Shelford could be matched many times over amongst air photographs of settlement sites on valley gravels taken in recent years. Major Allen's photographs of Stanton Harcourt [4] in (TL 43 5 545)

  • Characteristics of a British Ice Hockey Audience

    Open Access•G Crawford•ARTICLE•International Review for the…•2001•Citada por: 7•Referências: 2

    This article presents a consideration of the major findings from 1425 respondents to two large-scale questionnaire-based surveys of supporters of the British ice hockey club Manchester Storm conducted in 1998 and 1999. It is the intention of this article to provide a source of comparative information on a relatively under-researched audience and as a basis for continuing research on sport audiences, both in Britain and internationally. These surv…

  • Cultural Tourists and Cultural Trends

    G Crawford•ARTICLE•Culture Sport Society•2002

    Social cues, such as eye gaze and pointing fingers, can increase the prioritisation of specific locations for cognitive processing. A previous study using a manual reaching task showed that, although both gaze and pointing cues altered target prioritisation (reaction times [RTs]), only pointing cues affected action execution (trajectory deviations). These differential effects of gaze and pointing cues on action execution could be because the gaze…

  • The Career of the Sport Supporter

    Open Access•G Crawford•ARTICLE•Sociology•2003•Citada por: 21•Referências: 11

    This article presents a theorization of the induction and patterns of behaviour of the sport supporter along a social and moral career path. I argue that too often theorizations of contemporary sport supporters have relied upon restrictive and rigid typologies or dichotomies based upon excessively subjective codes of authenticity. I suggest that what is required is a return to the Chicagoan concept of status passage and career, married with an un…

  • Consuming Sport

    G Crawford•BOOK•Consuming Sport•2004

    Consuming Sport offers a detailed consideration of how sport is experienced and engaged with in the everyday lives, social networks and consumer patterns of its followers. It examines the processes of becoming a sport fan, and the social and moral career that supporters follow as their involvement develops over a life-course.The book argues that while for many people sport matters, for many more, it does not. Though for some sport is significant …

  • The Myth of the 'Puck Bunny

    Open Access•G Crawford, Victoria K Gosling•ARTICLE•Sociology•2004•Citada por: 23•Referências: 7

    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 supporter base. In particular, the article argues that the perceived safety and accessibility of ice hockey has proved important in attracting many female supporters. However, this research argues that female…

  • Digital Gaming, Sport and Gender

    G Crawford•ARTICLE•Leisure Studies•2005•Citada por: 9•Referências: 14

    This paper has developed out of ongoing research into the associated patterns of sport and digital gaming interests and participation. Specifically, this paper presents the major findings of a questionnaire based survey distributed to undergraduate students at Sheffield's two universities, and a number of follow up interviews. Contrary to popular perceptions, this research finds no evidence to suggest that participating in digital gaming can have…

  • Toys for Boys? Women's Marginalization and Participation as Digital Gamers

    Open Access•G Crawford, Victoria Gosling et al.•ARTICLE•Sociological Research Online•2005•Citada por: 4•Referências: 16

    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 follow up interviews. This paper suggests that the women in this research play digital games significantly less than their male counterparts, and suggests that this is largely due to digital games conti…

  • The cult of Champ Man

    G Crawford•ARTICLE•Information Communication & Society•2006

    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 most successful of all time. Drawing on 32 interviews with game players and developers of this series, this paper argues that this series has proved particularly popular due to its ‘intertextual’ links t…

  • Consumption of Sport

    Open Access•G Crawford•CHAPTER•2007

    In most advanced capitalist societies, sport is hard to avoid. Sport‐related media shows and channels, magazines, newspapers, Internet sites, films, fictional and non‐fictional books, advertising campaigns, video games, and even soap operas saturate our everyday lives. Sport is also a regular conversation topic for many families, friends, and work colleagues, and sport‐related goods (often demonstrating sporting allegiances) such as jerseys, scar…

  • Three-factor model of Schizotypal Personality in a British Christian sample

    Niko Tiliopoulos, G Crawford•ARTICLE•Mental Health Religion & Culture•2007

    The three-factor structure of schizotypy, as measured through the Schizotypal Personality Questionnaire (SPQ), was assessed in a non-clinical Christian sample of 161 British adults from a wide range of denominational backgrounds. Participants were recruited through non-random purposive sampling. The trifactor model was unambiguously replicated. Furthermore, the SPQ exhibited excellent internal consistencies (range 0.73 to 0.97), while Confirmator…

  • The Sage Dictionary of Leisure Studies

    Tony Blackshaw, G Crawford•BOOK•The Sage Dictionary of Leisure…•2009

  • Use of a Web-Based Data System to Conduct a Randomized Controlled Trial of an Intervention for Children Placed in Out-of-Home Care

    Heather N Taussig, Edward F Garrido et al.•ARTICLE•Social Work Research•2009•Citada por: 1

    Journal Article Use of a Web-Based Data System to Conduct a Randomized Controlled Trial of an Intervention for Children Placed in Out-of-Home Care Get access Heather N. Taussig, PhD, Heather N. Taussig, PhD associate professor of pediatrics and psychiatry Kempe Center for the Prevention and Treatment of Child Abuse and Neglect, University of Colorado, Denver, School of Medicine, Anschutz Medical Campus, 13123 E 16th Avenue, B390, Aurora, CO 80045…

  • More than a Game

    G Crawford, Victoria K Gosling•ARTICLE•Sociology of Sport Journal•2009•Citada por: 13•Referências: 5

    This article considers 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 on our own and wider sociological and video games studies, we advocate adopting an audience research perspective that allows for consideration of not only narratives within games but also how these narratives are used and located within the everyday…

  • Video Gamers

    G Crawford•BOOK•Video Gamers•2011

    Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place within contemporary life. It is fair to say, however, that the majority of research to date has focused most specifically on either the video games themselves, or the direct engagement of gamers with a specific piece of game technology. In contrast, Video Gamers is the first book t…

  • Game Scenes

    Open Access•Victoria K Gosling, G Crawford•ARTICLE•Games and Culture•2011•Citada por: 6•Referências: 27

    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 particular, drawing on some illustrative examples from qualitative research (funded by the British Academy) into the everyday lives of gamers, this article suggests that the concept of ''scene'' (borrowed…

  • 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

    G Crawford, Victoria Gosling et al.•ARTICLE•Information Communication & Society•2014

    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 and cultural sector in the UK, in the face of funding cuts, has been keen to engage with such ideas in order to demonstrate value for money; by improving the efficiency of their operations, improving th…

  • An Orchestral Audience

    Open Access•G Crawford, Victoria Gosling et al.•ARTICLE•Cultural Sociology•2014•Citada por: 3•Referências: 20

    This paper considers the key findings of a year-long 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 employed, utilizing focus groups and questionnaires with over 80 participants, to research a sample group of university students. This research develops our understanding of classical music audiences, and …

  • Is it in the Game? Reconsidering Play Spaces, Game Definitions, Theming, and Sports Videogames

    Open Access•G Crawford•ARTICLE•Games and Culture•2015•Citada por: 7•Referências: 32

    From the very first days of digital gaming, sport-themed videogames have been a constant and ever-popular presence. However, compared with many other genres of games, sports-themed videogames have remained relatively underresearched. Using the case of "sports videogames," this article advocates a critical and located approach to understanding videogames and gameplay. Unlike many existing theorizations of gameplay, such as the "magic circle," whic…

  • The International Encyclopedia of Communication Theory and Philosophy

    Open Access•YY Law, G Crawford et al.•BOOK•The International Encyclopedia of…•2016

    Social cues, such as eye gaze and pointing fingers, can increase the prioritisation of specific locations for cognitive processing. A previous study using a manual reaching task showed that, although both gaze and pointing cues altered target prioritisation (reaction times [RTs]), only pointing cues affected action execution (trajectory deviations). These differential effects of gaze and pointing cues on action execution could be because the gaze…

  • Play

    Open Access•Ying‐Ying Law, G Crawford•CHAPTER•The International Encyclopedia of…•2016

    Play is something that we all do; it is often easy to recognize, but also remarkably difficult to define. The meaning of “play” and its role within society have been a subject of debate since antiquity; and providing an agreed‐upon definition of what constitutes play has remained both elusive and fraught with controversy. But though definitions are difficult, they are necessary to provide a frame of reference to contextualize and focus discussion…

  • Introducing Cultural Studies

    Brian Longhurst, Greg Smith et al.•BOOK•Introducing Cultural Studies•2016•Citada por: 27

    This updated, new edition of Introducing Cultural Studies provides a systematic and comprehensible introduction to the concepts, debates and latest research in the field. Reinforcing the interdisciplinary nature of Cultural Studies, the authors first guide the reader through cultural theory before branching out to examine different dimensions of culture in detail – including globalisation, the body, geography, fashion, and politics. Incorporating…

  • Subcultures

    Open Access•G Crawford•CHAPTER•Wiley Blackwell Encyclopedia of…•2017

    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 commonly be deemed “mainstream” culture. However, its meaning in academic theory has much more specific origins and meanings, which most commonly see subcultures as a working‐class (and most commonly …

  • Video Games As Culture

    D Muriel, Muriel Daniel et al.•BOOK•Video Games As Culture•2018

    Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on …

  • Cosplay and the Art of Play

    Open Access•G Crawford, David Hancock•BOOK•Cosplay and the Art of Play•2019

Sociology (20 obras) · Computer Science (17 obras) · Digital Games and Media (16 obras) · Psychology (15 obras) · Media studies (13 obras) · Political science (12 obras) · Sport and Mega-Event Impacts (11 obras) · Multimedia (9 obras) · Sports, Gender, and Society (9 obras) · Business (8 obras)

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