2011 16th International Conference on Computer Games (CGAMES) 2011
DOI: 10.1109/cgames.2011.6000328
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Sensing game play. Exploring computer game play in a game café and a mass LAN party

Abstract: Abstract-In this article we discuss the sensory experiences of playing computer games by exploring the sight, the sound, the taste, smell, and touch of games. We reflect on how senses and the social atmosphere gives meaning to players' experiences of playing computer games in two co-located public settings, a game café and a mass LAN party. This discussion is related to a more general discussion concerning what it means to participate and play online and network games in a game café and a mass LAN party. The d… Show more

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Cited by 5 publications
(6 citation statements)
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“…We found that outside these events, many gamers follow healthier choices or the diets of their families. Our observations partly support those of Cronin and McCarthy (2011a, 2011b, 2012), Jonsson and Verhagen (2011a, 2011b), and Law (2020). We also complement Law's (2020) work on food consumption at video gaming events by extracting Warde's (1997) antinomies from the ethnographical material, and by extending the empirical scope from LAN parties to the everyday life of gamers.…”
Section: Discussionsupporting
confidence: 90%
See 2 more Smart Citations
“…We found that outside these events, many gamers follow healthier choices or the diets of their families. Our observations partly support those of Cronin and McCarthy (2011a, 2011b, 2012), Jonsson and Verhagen (2011a, 2011b), and Law (2020). We also complement Law's (2020) work on food consumption at video gaming events by extracting Warde's (1997) antinomies from the ethnographical material, and by extending the empirical scope from LAN parties to the everyday life of gamers.…”
Section: Discussionsupporting
confidence: 90%
“…As regards the antinomy of Convenience and Care, gamer research highlights that together with Economy, Convenience drives gamers’ eating habits and choices toward fast foods. At gaming events, eating should be efficient (Cronin & McCarthy, 2011a, 2011b; Jonsson & Verhagen, 2011a, 2011b; Law, 2020; Simon, 2007) and the food should neither stain equipment nor hinder the usage of gaming apparatuses (Cronin & McCarthy, 2011b, 2012; Jonsson & Verhagen, 2011a). This seems especially relevant for players who seek to immerse themselves in the game (Luomala et al, 2017).…”
Section: Delving Into the Hegemonic Narrative: The Junk Food Gamermentioning
confidence: 99%
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“…However, in this article, rather than attempting to examine how digital technologies can be used in tabletop gaming, we have sought to understand the continuing appeal of W40K in the face of the burgeoning array of digital games competing for players’ attention and time. We are also interested in understanding how the tournament setting changes the way W40K is experienced and how this echoes the findings of other studies on large gaming-based social events such as “LAN parties” (Jansz & Martens, 2005; Jonsson, 2011 Jörissen, 2004; Simon, 2007; Taylor, 2012; Taylor & Witkowski, 2010; Witkowski, 2012).…”
Section: Tabletop Games In a Digital Worldmentioning
confidence: 79%
“…This means that LAN participants characteristically work together for a common purpose and the dynamics of the environment can be described as collaborative and harmonious. In these usually male‐dominant environments, gamers have been found to binge on energy‐dense low‐nutrient food and sugared or caffeinated drinks over prolonged stretches of time in the production of playful carnivalesque experiences (Jonsson and Verhagen ). The excesses both in the amount of time devoted to the LAN and in the junk foods consumed is made clear by Green and Guinery (: 1) who describe organised LANs as ‘round the clock 26‐hour techno‐fests fuelled by full‐sugar coke and cold fast food runs’.…”
Section: ‘Local Area Network (Lan) Parties’ and ‘Kitschy Dinner Partimentioning
confidence: 99%