Title
Gaming At A Lan Event: The Social Context Of Playing Video Games
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.
Year
DOI
Venue
2005
10.1177/1461444805052280
NEW MEDIA & SOCIETY
Keywords
Field
DocType
gender differences, interactive media, LAN event, motives, video games
Social environment,Social psychology,Advertising,Appeal,Psychology,Motif (music),Local area network,Need to know,Stereotype,Video game culture,Multimedia,Interactive media
Journal
Volume
Issue
ISSN
7
3
1461-4448
Citations 
PageRank 
References 
46
6.69
4
Authors
2
Name
Order
Citations
PageRank
JEROEN JANSZ114217.20
LONNEKE MARTENS2466.69