Gaming at a LAN event: the social context of playing video games

Author:

Jansz Jeroen1,Martens Lonneke2

Affiliation:

1. Amsterdam School of Communications Research (ASCoR), University of Amsterdam,

2. Amsterdam School of Communications Research (ASCoR), University of Amsterdam

Abstract

An exploratory survey was undertaken about the appeal of playing video games at a Local Area Network (LAN) event where personal computers are linked in order to play both face-to-face and online. First, we wanted to know who the visitors of a LAN event were, because there is hardly any research available about this class of gamers. Second, we wanted to know why they participated in a LAN event. The survey showed that LAN gamers were almost exclusively male, with a mean age of 19.5 years. They devoted about 2.6 hours each day to gaming. They were motivated by social contact and a need to know more about games. The competition motive was third in the total sample. A subgroup of heavy gamers obtained a higher score on competition. This article emphasizes the importance of the social context of gaming and interprets its results as a nuance of the stereotype of the solitary, adolescent gamer.

Publisher

SAGE Publications

Subject

Sociology and Political Science,Communication

Cited by 167 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. The psycho-social impact of video games on K12 Spanish students;Journal of New Approaches in Educational Research;2024-08-26

2. Sociable desires and gendered commitments: Video gaming and food in everyday life;Convergence: The International Journal of Research into New Media Technologies;2024-08-05

3. Beyond subcultures: A literature review of gaming communities and sociological analysis;New Media & Society;2024-05-16

4. Negative Emotional Value of Players: Exploring the Time Investment Dimension from Chinese Mobile Game Players’ Reviews;International Journal of Human–Computer Interaction;2024-05-08

5. Media Representations of Older Digital Game Players in China: A Text-Mining Analysis;Palgrave Games in Context;2024

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3