Gaming at a LAN event: the social context of playing video games
By Jeroen Jansz, Lonneke Martens. New Media & Society, 2005
315 citations recorded by the source corpus.
Subfields: Education, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/da32aa7291b0056d3265c5df8a9d2f956cedadf5
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Education
- Max Sjöblom
- Tilo Hartmann
- Min Xiao
- Peter Vorderer
- Juho Hamari
- Christoph Klimmt
- Leonard Reinecke
- Andreas Nosper
In Sociology and Political Science
- Juho Hamari
- Leonard Reinecke
- Peter Vorderer
- Max Sjöblom
- Min Xiao
- Christoph Klimmt
- Tilo Hartmann
- Keno Juechems
Citations in the corpus
- The social side of gaming: How playing online computer games creates online and offline social support (2012, background): “Gamers report that the social side of gaming is important to them and one of the strongest motivators to engage in gaming (Frostling-Henningsson, 2009; Jansz & Martens, 2005; Jansz & Tanis, 2007).”
- Factors Influencing eSports Viewership: An Approach Based on the Theory of Reasoned Action (2020, background): “Escapism has long been associated with video games as a consumption motivator (Jansz & Martens, 2005; Klimmt, Schmid, & Orthmann, 2009; Yee, 2006).”
- Identification With Video Game Characters as Automatic Shift of Self-Perceptions (2010, unknown): “…Fischer, & Koch, 2009), challenge and competition ( Jansz & Tanis, 2007; Vorderer, Hartmann, & Klimmt, 2006), social interaction with other players ( Jansz & Martens, 2005; Yee, 2006), efficacy experiences (Klimmt, Hartmann, & Frey, 2007), flow (Sherry, 2004), and narrative immersion (Schneider,…”
- How players manage moral concerns to make video game violence enjoyable (2006, background): “While performance orientation can thus not explain away moral conflict in players, it is especially dominant for the enjoyment of multiplayer games, where social competition (but not moral issues such as ‘terrorists who take hostages are evil’) defines the rules (see also Jansz and Mar- tens, 2005).”
- Why do people watch others play video games? An empirical study on the motivations of Twitch users (2017, background): “In the early days of arcade games, people would gather around the person playing the game to see how they were doing and to cheer them on (Newman, 2004), and, later, LAN gatherings encouraged face-to-face interaction (Jansz & Martens, 2005).”
- Virtual worlds - past, present, and future: New directions in social computing (2009, unknown): “layers can cooperate or fight [51].”