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

Jeroen Jansz*, Lonneke Martens

*Corresponding author for this work

Research output: Contribution to journalReview articleAcademicpeer-review

200 Citations (Scopus)

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.

Original languageEnglish
Pages (from-to)333-355
Number of pages23
JournalNew Media and Society
Volume7
Issue number3
DOIs
Publication statusPublished - 1 Jun 2005

Research programs

  • ESHCC M&C

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