M/C - Media and Culture Home
M/Cyclopedia Home

LAN Gaming - Future Implications

From M/Cyclopedia of New Media
Jump to: navigation, search

As faster networks and technology are developed, the quality of the multiplayer experience will greatly improve. Hardware is becoming less visible as mobile devices and wireless networks appear. Public computer access locations will increase will become essential for day to day living and business. These hubs will also expand gathering points for social meeting and gaming. Efficiency and portability of computing will allow rapid setup networks as there will be less reliance on location.

By alleviating the technical and logistical problems (Swalwell, 2003) of LAN gaming, more time can be spent with game-play and building on existing working models. Enhanced game designs will provide players with better games and make the medium more attractive to others.

Further research into game theory and design coupled with rapidly enhancing technology will become a very lucrative market. David Marshall (in Cunningham & Turner,2002:273) belives that experimentations and convergence with other entertainment media will open up new avenues for interactivity and immersion. There is the possibility of players assuming roles in virtual cinema and highly publicized gaming competitions on mainstream media.

People now have less time for leisure activity and socializing as working hours increase and become irregular. Gaming may be a viable alternative for this lack of leisure as it relies less on time and location (Bryce & Rutter, 2003:2-6). Gaming can also serve a social function (Flew, 2004:82), acting as a common interest, bringing together many people from different backgrounds.

These aspects will all assist in increasing the popularity of LAN gaming as a form of entertainment. Player numbers will continue to grow and competition will become more popular. The future will see people getting much more out of their gaming experience.

References

Flew, T. (2004) New Media: An Introduction. 000, South Melbourne, Vic: Oxford University Press. ISBN 0195508599

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, D (2002) Video and Computer Gaming. In Cunningham, S and Turner, G (eds.) The Media and Communications in Australia Crows Nest: Allen and Unwin 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]


Luke Smart 22:13, 31 Oct 2004 (EST)

Personal tools