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The term LAN stands for Local Area Network. Many computer games on the market facilitate the ability to play with other gamers via online networks or through direct local area networks. LAN's are created by people connecting two or more computers within the same physical space. LAN's use direct connections which enable a much greater transfer speed than online and as such greatly enhance (primarily lag reduction) game play (Swalwell, 2003).
Most LAN's are set up by gaming enthusiasts who meet periodically and are willing to bring their own computer to an agreed venue. The event needs to be well organised as it can be a logistically challenging task (Swalwell, 2003) setting up each computer with the appropriate space (physical area), electrical access and network access. Another issue is that most popular network games require powerful computers to run them. The most powerful computers on the market are generally desktop systems so bringing the computer itself can be a laborious task. LAN events can contain other technical complications such as system and software compatibility. LAN events are found to be entertaining social events by the participants despite all the complications mentioned above.
Alternatively, gaming centres and an increasing number of Internet cafe's will have permanent networks set up which gamers can use for a fee. These venues appeal to gamers as they eliminate most of the organizational hassles that private LAN gatherings can involve. The gaming centres will have the correct software and hardware configured so gamers have the freedom to play the games whenever they want. Another important feature of gaming centres is that they partially assist in closing the gap in the digital divide by providing access to the technology needed to play these games. Not everybody can afford high-end computer systems and software required to participate in LAN gaming.
LAN gaming has slowly developed along side online gaming and has only in the last decade begun to gain popularity. This is due such factors as; an increase in multiplayer game titles, affordable home computers, and increased networking capabilities. LAN's are able to connect to online networks or other LAN networks via Internet connections. This allows groups of people to play in an online environment whilst still maintaining their own social network. Up till now, LAN gaming has had a competitive edge on social multiplayer gaming as it allows for many users to participate and the best graphic quality. In the past console systems were limited to a very small number of players and usually a single viewable device. Current console systems, such as Microsoft's X-Box, have recently begun to adapt current networking technology. While these new consoles will undoubtedly gain much popularity, desktop systems will continue to have the much desired processing power and superior graphics that many players seek.
Game centres are becoming popular social venues in much the same way that arcade game parlours did in the early 1980's (Marshall, 2002:260). Although still slightly 'male oriented' spaces, modern game centres are attracting a much wider audience than their arcade predecessors (Bryce & Rutter, 2003). International game competitions are being held with the top players receiving corporate sponsorship - some even rising to celebrity status. These competitions are beginning to attract large audiences and media coverage. This move into mainstream entertainment is beginning to dispel many myths surrounding computer gaming. Computer gaming has in the past been labelled as anti-social behaviour as most game titles were designed for single players and the technology restricted users to the home (Bryce & Rutter, 2002). Games could be very time consuming which led to the fear of people developing disorders from isolation combined with allegedly subversive content. Public hysteria and debate about this new media corrupting youth continues to this day (Marshall, 2002:267).
Computer games provide virtual environments for players to immerse themselves within. Online users, both gamers and non gamers, will almost always use a nickname and/or an avatar for themselves. This enables them to remain anonymous online yet establish and maintain an identity (Marshall, 2002:272). LAN gamers also follow these conventions as they still operate in a virtual gaming environment (Swalwell, 2003). This can allow them to separate from or engage themselves in the gaming experience - depending on the complexity of the identity that they assume.
The social attraction to LAN gaming will greatly influence new media technology. It can be seen that technology aids social interaction and can help build communities in both virtual and real environments. As wireless networks improve, computers will become more portable allowing for more efficient networking. Mobile phones and similar PAN (Personal Area Network) technology is also advancing rapidly with greater processing power and storage capabilities.
Bryce, J. & Rutter, J. (2002) Killing Like a Girl: Gendered Gaming and Girl Gamers’ Visibility, paper presented at Computer Games and digital Cultures, Tampere, Finland, June 2002 Available: http://www.digiplay.org.uk/media/cgdc.pdf [Accessed Aug 8, 2004]
Bryce, J. & Rutter, J. (2003) The Gendering of Computer Gaming: Experience and Space, in Fleming, s. & Jones, I. Leisure Culture: Investigations in Sport, Media and Technology. Leisure Studies Association, pp. 3-22 Available: http://les1.man.ac.uk/cric/Jason_Rutter/papers/LSA.pdf [Accessed Aug 8, 2004]
Marshall, P. D. (2002) Video and Computer Gaming, in Cunningham, S. & Turner, G. The Media & Communications in Australia. Netly:Griffon Press ISBN 1865086746
Swalwell, M. (2003) Multi-Player Computer Gaming: Better than playing (PC Games) with yourself Reconstruction Fall 2003 Vol 3, No. 4 Available: http://www.reconstruction.ws/034/swalwell.htm [Accessed Aug 8, 2004]
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Cyberathlete Professional League [Homepage of Cyberathlete Professional League ][Online] 11 Aug, 2004 - last update. URL: http://www.thecpl.com/ [Accessed 8 Aug, 2004]
Luke Smart 11:40, 11 Sep 2004 (EST)