Garry Crawford
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British sociologist
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Sociology
Garry Crawford's Degrees
- PhD Sociology University of Manchester
- Masters Sociology University of Manchester
- Bachelors Sociology University of Manchester
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Why Is Garry Crawford Influential?
(Suggest an Edit or Addition)According to Wikipedia, Garry Crawford is a British sociologist. His interests in fans, audiences, and consumption have led Garry Crawford to publish on a wide range of subjects including cultural studies, cosplay, gender, leisure, classical music, and, most notably, sports fans and video game culture.
Garry Crawford's Published Works
Published Works
- Consuming Sport: Fans, Sport and Culture (2004) (403)
- The Myth of the ‘Puck Bunny’ (2004) (95)
- The Career of the Sport Supporter: The Case of the Manchester Storm (2003) (79)
- More Than a Game: Sports-Themed Video Games and Player Narratives (2009) (72)
- Video Games as Culture: Considering the Role and Importance of Video Games in Contemporary Society (2018) (57)
- Digital Gaming, Sport and Gender (2005) (54)
- The cult of Champ Man: the culture and pleasures of Championship Manager/Football Manager gamers (2006) (43)
- Playing the game: performance in digital game audiences (2007) (42)
- Game Scenes: Theorizing Digital Game Audiences (2011) (32)
- The SAGE Dictionary of Leisure Studies (2009) (32)
- Video Games and Agency in Contemporary Society (2020) (31)
- Is it in the Game? Reconsidering Play Spaces, Game Definitions, Theming, and Sports Videogames (2015) (29)
- 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) (28)
- Online gaming in context : the social and cultural significance of online games (2011) (25)
- CHARACTERISTICS OF A BRITISH ICE HOCKEY AUDIENCE (2001) (24)
- Toys for Boys? Women's Marginalization and Participation as Digital Gamers (2005) (22)
- Digital Games and Cultural Studies (2006) (22)
- Introducing cultural studies, second edition (2008) (21)
- ‘It's in the game’: sport fans, film and digital gaming (2008) (17)
- Forget the magic circle (or towards a sociology of video games) (2009) (17)
- The material role of digital media in connecting with, within and beyond museums (2018) (12)
- An Orchestral Audience: Classical Music and Continued Patterns of Distinction (2014) (11)
- Consuming sport, consuming beer: Sport fans, scene and everyday life (2009) (10)
- Sensible soccer: Sport fandom and the rise of digital gaming (2005) (10)
- A feel for the game: Exploring gaming ‘experience’ through the case of sports-themed video games (2019) (10)
- The social and cultural significance of online gaming (2011) (10)
- Branded app implementation at the London Symphony Orchestra (2016) (9)
- Player production and innovation in online games: time for new rules?: Aphra Kerr (2013) (9)
- Cultural Tourists and Cultural Trends: Commercialization and the Coming of the Storm (2002) (9)
- Towards a digital football studies: current trends and future directions for football cultures research in the post-Covid-19 moment (2021) (8)
- Mass media and new media technologies (2004) (8)
- Recallin’ Fagin: linguistic accents, intertextuality and othering in narrative offl ine and online video games (2013) (7)
- Cosplay & the art of play : exploring sub-culture through art (2019) (7)
- Evolving issues in theory development. (1979) (6)
- Digital Football Cultures (2018) (6)
- The Imperial War Museum's social interpretation project (2013) (5)
- It’s Not Just a Game: Contemporary Challenges for Games Research and the Internet (2011) (5)
- The hyperdigitalization of football cultures (2018) (4)
- Cultural studies and digital games (2006) (3)
- Key articles in British sociology: BSA 60th anniversary special collection (2011) (3)
- A Case Evaluation in Internet Assisted Laboratory Teaching (2001) (3)
- ‘All Avatars Aren't We’: Football and the experience of football-themed digital content during a global pandemic (2021) (3)
- Pulse: The London symphony orchestra students mobile project (2012) (2)
- Cosplay and the Art of Play (2019) (2)
- Toys for boys? The continued marginalization and participation of women as digital gamers (2005) (2)
- Urban poachers: Cosplay, playful cultures and the appropriation of urban space (2018) (1)
- Cosplay and Art as Research Method (2019) (1)
- British football on television (2002) (1)
- The consumption of Sport (2007) (1)
- Freak scene? Narrative, audience & scene (2008) (1)
- Playful Cultures and the Appropriation of Urban Space (2019) (1)
- Theorising the Contemporary Sports Supporter (2010) (0)
- The meaning of the contemporary sport (2004) (0)
- Forewords: Sport & its female fans (2012) (0)
- The social and cultural signifi cance of online gaming (2013) (0)
- Contextualising the Artwork (2019) (0)
- Enhancing Faculty Involvement in Program Review (2018) (0)
- Special issue, British DiGRA (2018) (0)
- Introduction: What Is Cosplay? (2019) (0)
- Social control and supporter violence (2004) (0)
- British Digital Game Studies (2018) (0)
- ‘It’s in the game’: sport fans, film and digital gaming (2019) (0)
- Introduction to British DiGRA issue (2018) (0)
- Identity and Performance (2019) (0)
- Cosplay as Subculture (2019) (0)
- DiGRA UK conference (2017) (0)
- Monitoring cultural experiences : research and development report (2015) (0)
- Topographies of culture: geography, meaning and power (2016) (0)
- Football 2.0? (2018) (0)
- The Sage Dictionary of Leisure Studies (Contributor) (2012) (0)
- Cultural Change and Ordinary Life (2008) (0)
- Sport fans and everyday life (2004) (0)
- Digital and media technologies: A review of infrastructure needs for leading edge research in the United Kingdom (2010) (0)
- ‘Cheering on the boys’: female sport fans and physical education (2005) (0)
- Conclusion: Decentring Cosplay (2019) (0)
- British DiGRA 2017/2018 (2018) (0)
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