Browse Items (7 total)

Bankova, K., & Nablsi, A. (2022). " Old-School" is now too cool!: Exploring motivations for attending a LAN from a U&G perspective.

Swalwell, M. L. (2009). LAN Gaming Groups: Snapshots from an Australasian Case Study, 1999–2008. In L. Hjorth & D. Chan (Eds.), Gaming Cultures and Place in Asia-Pacific (pp. 117–136). Oxon, UK: Routledge

Matončik, M. (2015). e-Sports: Playing Just for Fun or Playing to Satisfy Life Goals? Computers in Human Behavior, 48, 208-211.

Witkowski, E. (2013). Eventful masculinities: Negotiations of Hegemonic Sporting Masculinities at LANs. In M. Consalvo, K. Mitgutsch, & A. Stein (Eds.) Sports Videogames. New York: Routledge.

Taylor, T. L., & Witkowski, E. (2010). This is How We Play it: What a Mega-LAN Can Teach Us About Games. In Y. Pisan (Ed.), Proceedings of the Fifth International Conference on the Foundations of Digital Game. Monterey, CA: ACM Press.


Jansz, J., & Martens, L. (2005). Gaming at a LAN Event: The Social Context of Playing Video Games. New Media & Society, 7, 333–355.

Ducrocq, S. (2011). Les tribus ludiques du” LAN party”: perspectives d’apprentissage et de socialisation en contexte de compétition de jeux vidéo en réseau local. Doctoral dissertation. Université du Québec à Montréal, Montreal.

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