Garry Crawford
Garry Crawford
Professor of Sociology, University of Salford
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TitleCited byYear
Consuming sport: Fans, sport and culture
G Crawford
Psychology Press, 2004
Introducing cultural studies
B Longhurst, G Bagnall, G Smith, G Crawford, E Baldwin, M Ogborn
Longman Pub Group, 2008
Video Gamers
G Crawford
Routledge, 2012
The career of the sport supporter: The case of the Manchester Storm
G Crawford
Sociology 37 (2), 219-237, 2003
The Myth of the ‘Puck Bunny’ Female Fans and Men’s Ice Hockey
G Crawford, VK Gosling
Sociology 38 (3), 477-493, 2004
More than a game: Sports-themed video games and player narratives
G Crawford, VK Gosling
Sociology of Sport Journal 26 (1), 50-66, 2009
Digital gaming, sport and gender
G Crawford
Leisure Studies 24 (3), 259-270, 2005
Playing the game: Performance in digital game audiences
G Crawford, J Rutter
Fandom: Identities and communities in a mediated world, 271-281, 2007
The cult of champ man: the culture and pleasures of championship manager/football manager gamers
G Crawford
Information, Communication & Society 9 (4), 496-514, 2006
Game scenes: Theorizing digital game audiences
VK Gosling, G Crawford
Games and Culture 6 (2), 135-154, 2011
The SAGE dictionary of leisure studies
T Blackshaw, G Crawford
Sage, 2009
Toys for boys? Women's marginalization and participation as digital gamers
G Crawford, V Gosling
Sociological Research Online 10 (1), 1-11, 2005
Characteristics of a British ice hockey audience: Major findings of the 1998 and 1999 Manchester Storm Ice Hockey Club supporter surveys
G Crawford
International Review for the Sociology of Sport 36 (1), 71-81, 2001
Video games as culture: considering the role and importance of video games in contemporary society
D Muriel, G Crawford
Routledge, 2018
Is it in the Game? Reconsidering play spaces, game definitions, theming, and sports videogames
G Crawford
Games and Culture 10 (6), 571-592, 2015
Digital games and cultural studies
G Crawford, J Rutter
Understanding digital games, 2006
‘It's in the game’: sport fans, film and digital gaming
G Crawford
Sport in Society 11 (2-3), 130-145, 2008
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, V Gosling, G Bagnall, B Light
Information, Communication & Society 17 (9), 1072-1085, 2014
An orchestral audience: classical music and continued patterns of distinction
G Crawford, V Gosling, G Bagnall, B Light
Cultural Sociology 8 (4), 483-500, 2014
Forget the Magic Circle (or Towards a Sociology of Video Games)
G Crawford
Under the Mask 2, 2009
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