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

被引:126
作者
Jansz, J
Martens, L
机构
[1] Univ Amsterdam, Amsterdam Sch Commun Res, NL-1012 CX Amsterdam, Netherlands
[2] Univ Amsterdam, Dept Commun, NL-1012 CX Amsterdam, Netherlands
关键词
gender differences; interactive media; LAN event; motives; video games;
D O I
10.1177/1461444805052280
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
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.
引用
收藏
页码:333 / 355
页数:23
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