| Sign In to gain access to subscriptions and/or personal tools. |
Gaming at a LAN event: the social context of playing video gamesAmsterdam School of Communications Research (ASCoR), University of Amsterdam, j.jansz{at}uva.nl
Amsterdam School of Communications Research (ASCoR), University of Amsterdam 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.
Key Words: gender differences interactive media LAN event motives video games
New Media & Society, Vol. 7, No. 3,
333-355 (2005) This article has been cited by other articles:
|
|||||||||||||||
