Crawford, G 2008, '‘It’s in the game’: sport fans, film and digital gaming' , Sport in Society, 11 (2/3) , pp. 130-145.
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This essay compares the relative successes of sport-related films and sport-related digital games. Where sport-related films are relatively infrequent and even rarer successful when compared with other genres of film, sport-related games are a massively popular and successful genre of digital gaming. In order to understand this discrepancy, and in particular sport fan’s relationship with both film and games, this essays draws on the concept of ‘narrative’ and specifically Ricoeur’s ‘narrative identity’. In particular, this essay suggests that sport teams/clubs are to some degree polysemic texts, which allow supporters to construct their own individual narratives around these. However, it is suggested that sport-related films, which tend to offer only limited narratives, are unlikely to fit with fans’ own narrative identities, whereas digital games, with their more fluid narratives, are more easily located within fans’ relationships and narratives with the teams/clubs they support.
|Themes:||Subjects / Themes > H Social Sciences > HM Sociology
Subjects outside of the University Themes
|Schools:||Schools > School of Nursing, Midwifery, Social Work & Social Sciences
Schools > School of Nursing, Midwifery, Social Work & Social Sciences > Centre for Nursing, Midwifery, Social Work & Social Sciences Research
|Journal or Publication Title:||Sport in Society|
|Publisher:||Taylor & Francis|
|Depositing User:||G Crawford|
|Date Deposited:||23 Dec 2009 11:34|
|Last Modified:||30 Nov 2015 23:48|
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