Skip to main content
Article thumbnail
Location of Repository

More than a game: sports-themed video games & player narratives

By G Crawford and V Gosling


This paper considers of 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 upon 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 are used and located within the everyday lives of gamers. In particular, we argue that sports-themed games provide an illustrative example of how media texts are utilized in identity construction, performances and social narratives

Topics: HM, other
Publisher: Human Kinetics
OAI identifier:

Suggested articles


  1. (1979). A small history of photography.
  2. (2006). An introduction to understanding digital games. In
  3. (2004). Consuming sport: Sport, fans & culture.
  4. (2002). Disembodied sport: Ethical issues of virtual sports, electronic games, & virtual leisure.
  5. (1998). Disjuncture & difference in the global economy.
  6. (2008). Do you believe in magic? Computer games in everyday life. doi
  7. (2004). EA’s big deal: Touchdown or fumble? Retrieved May 2, 2008, from gaming/
  8. (1980). Encoding & decoding. In
  9. (2002). Even better than the real thing? The Times. The game (supplement),
  10. (2007). Exploring e-sports: A case study of gameplay in counter-strike. Symposium conducted at DiGRA
  11. (2004). Football in the new media age.
  12. (1974). Frame analysis: An essay on the organization of experiences.
  13. (2008). from Rehak, B.
  14. (2007). from pr827.pdf ELSPA.
  15. (2008). from
  16. (2004). game design as narrative architecture. In
  17. (2001). Games Telling Stories? Games studies, 1 (1). Retrieved May 1, 2007, from
  18. (2004). High tech Blackface—race, sports video games & becoming the other.
  19. (1949). Homo ludens: A study of the play-element in culture.
  20. (2002). Immersion & Abstraction in Virtual Sports.
  21. (2001). In the game—in the flow: Presence in public computer gaming. Poster presented at Computer Games & Digital Textualities,
  22. (2008). It’s in the game”: Sport fans, film & digital gaming.
  23. (1980). Narrative discourse (trans.
  24. (2000). Negative correlates of computer gameplay in adolescents.
  25. (2006). On the scientific relevance of esports. Symposium conducted at
  26. (2007). Playing the game: Performance in digital game audiences. In
  27. (2007). Retrieved May 1, 2007, from php?type=viewandarticle_id=1253 SI Games.
  28. (2005). Sensible soccer: Sport fandom & the rise of digital gaming. In
  29. (1983). Shared fantasy: Role-playing games as social worlds. Chicago:
  30. (2003). Stories for eye, ear & muscles: Video games, media & embodied experiences.
  31. (2006). The cult of champ man:
  32. (2006). The playful & the serious: An approximation to Huizinga’s homo ludens. doi
  33. (1984). The practice of everyday life.
  34. (2005). Toys for boy? The continued marginalization & participation of women as digital gamers.
  35. (1991). Transformation of intimacy: Sexuality, love & eroticism in modern society. Stanford:
  36. (1998). Video game violence: A review of the empirical literature.
  37. (2007). Virtual sports.

To submit an update or takedown request for this paper, please submit an Update/Correction/Removal Request.