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Dive into the research topics where Garry Crawford is active.

Publication


Featured researches published by Garry Crawford.


Sociology | 2004

The Myth of the ‘Puck Bunny’ Female Fans and Men’s Ice Hockey

Garry Crawford; Victoria K. Gosling

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 followers of UK ice hockey continue to remain marginalized within this supporter community, and are deemed by many other (often male) supporters as not ‘real fans’ but simply ‘puck bunnies’ who are there to ‘lust’ after the players. These assertions, we suggest, originate in male supporters’ fears of losing their male-dominated domain and in insecurities concerning their own adulation of male sports stars. However, interviews with 37 followers of The Manchester Storm indicate no significant differences in the levels of knowledge and commitment between male and female supporters, or that the physical attractiveness of players performs any significant role in attracting women to ice hockey.


Leisure Studies | 2005

Digital Gaming, Sport and Gender

Garry Crawford

ABSTRACT 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 Sheffields 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 a negative effect on levels of sports participation. Moreover, the paper argues that, for some, digital gaming may increase their interest and knowledge of sport, and can prove for many a popular source of conversation that can cross‐cut and inform conversations on sport. However, contrary to many previous studies, this research indicates that there continues to be distinct gender differences in gaming patterns.


Information, Communication & Society | 2006

The cult of Champ Man: the culture and pleasures of Championship Manager/Football Manager gamers

Garry Crawford

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 to the sport of football, which allows this game to be drawn on as a resource in conversations and social networks. In particular, this paper argues that aspects of gaming, such as performativity and control, extend and cross-cut with wider social formations. Hence, the author argues that it is crucial that considerations of digital games seek to locate these within wider social and cultural patterns.


International Review for the Sociology of Sport | 2001

CHARACTERISTICS OF A BRITISH ICE HOCKEY AUDIENCE Major Findings of the 1998 and 1999 Manchester Storm Ice Hockey Club Supporter Surveys

Garry Crawford

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 surveys suggest that the audience at Manchester Storm is primarily composed of local, mixed gender, family based units, with a large proportion of respondents with what would appear to be relatively affluent occupations and incomes, and is significantly different in profile to that witnessed at many other British mass spectator sports.


Games and Culture | 2011

Game Scenes: Theorizing Digital Game Audiences

Victoria K. Gosling; Garry Crawford

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 most notably from music fan studies) allows us to understand how gaming and game-related narratives are located within the ordinary and everyday lives of gamers but take on greater significance within certain physical locations.


Information, Communication & Society | 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

Garry Crawford; Victoria K. Gosling; Gaynor Bagnall; Ben Light

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 their respective audience experience and ultimately increasing audience size and engagement. Drawing on a case study compiled via a collaborative research project with a UK-based symphony orchestra (UKSO) we interrogate the potentials of social media engagement for audience development work through participatory media and networked publics. We argue that the literature related to mobile phones and applications (‘apps’) has focused primarily on marketing for engagement where institutional contexts are concerned. In contrast, our analysis elucidates the broader potentials and limitations of social-media-enabled apps for audience development and engagement beyond a marketing paradigm. In the case of UKSO, it appears that the technologically deterministic discourses often associated with institutional enrolment of participatory media and networked publics may not necessarily apply due to classical music culture. More generally, this work raises the contradictory nature of networked publics and argues for increased critical engagement with the concept.


Games and Culture | 2015

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

Garry Crawford

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,” which theorize play as a break from ordinary life, this article argues for a consideration of play as a continuation of “the control of the established order.” It argues that many videogames, and in particular sports videogames, can be understood as “themed” spaces which share similarities to other themed locations, such as fast-food restaurants and theme parks. These are “nonplaces” themed to provide a sense of individuality, control, and escape in a society that increasingly offers none.


Convergence | 2018

The material role of digital media in connecting with, within and beyond museums

Ben Light; Gaynor Bagnall; Garry Crawford; Victoria K. Gosling

The connective potentials of digital media have been positioned as a key part of a contemporary museum visitor experience. Using a sociology of translation, we construct a network of visitor experiences using data from a digital media engagement project at a large and multi-sited museum in the United Kingdom. These experiences relate to (dis)connections with the museum, museum objects and other visitors. Through this analysis, we disclose the often contradictory roles of the non-human, including and going beyond the digital, as contributors to the success and failure of attempts to change museum visitor experiences through engagement activities rooted in narratives of participation and connectivity.


Archive | 2018

Video Games as Culture : Considering the Role and Importance of Video Games in Contemporary Society

Daniel Muriel; Garry Crawford

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 new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.


Games and Culture | 2018

Video games and agency in contemporary society

Daniel Muriel; Garry Crawford

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 empirical data gathered over a 3-year period, this article expands to our understanding of video game player agency and, moreover, argues that video games provide an important example and perspective to consider the contemporary nature and political basis of agency.

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Ben Light

University of Salford

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Chris Yuill

Robert Gordon University

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Tony Blackshaw

Sheffield Hallam University

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Steven Conway

Swinburne University of Technology

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