Cybertext: perspectives on ergodic literature
Cybertext: perspectives on ergodic literature
Gaming or Sharing at LAN-Parties — What Is Going On?
AXMEDIS '05 Proceedings of the First International Conference on Automated Production of Cross Media Content for Multi-Channel Distribution
Play Between Worlds: Exploring Online Game Culture
Play Between Worlds: Exploring Online Game Culture
Senses working overtime: on sensuous experiences and public computer game play
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Understanding gamification mechanisms for software development
Proceedings of the 2013 9th Joint Meeting on Foundations of Software Engineering
Sharing bubbles: reflections on offline multi-surface scenarios
Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computing adjunct publication
Hanging out at the computer lab: how an innovative Australian program is helping young 'Aspies'
Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, Collaboration
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Using data gathered through our participant observation and informal interviews at DreamHack Winter 2005 and 2009 we explore a number of themes that not only provide insight into aspects of face-to-face real-time play at LAN parties but also highlight considerations for game studies more generally. In particular, we focus on the heterogeneity of play and experience, the role of spectatorship in computer gaming, the public performance of leisure and gamer identity, and the growing presence of women in game culture. We conclude by suggesting that researchers should begin to consider the much larger trend in which this form of leisure activity is integrating itself into mainstream pop/youth/network culture.