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

Jeroen Jansz, Lonneke Martens

New Media & Society · 2005 · 288 citations · 36 references

Concepts

TL;DR

The study aimed to identify the demographics of LAN event visitors and understand their motivations for attending, addressing a gap in research on this gamer group. The authors conducted an exploratory survey of participants at a LAN event to assess the appeal of playing video games in a networked, face‑to‑face and online setting. Survey results showed that LAN gamers were predominantly male (mean age 19.5), spent about 2.6 hours daily gaming, were mainly motivated by social contact and curiosity about games, with competition as a secondary motive, and heavy gamers scored higher on competition, highlighting the social context of gaming.

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.

References

36