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LAN Gaming


Annotated Bibliography:

The Rise of LAN Gaming

Aarseth, E. (2001) Computer Game Studies, Year One Game Studies: The International Journal of Computer Game Research Vol 1, No. 1 Available: http://www.gamestudies.org/0101/editorial.html [Accessed Aug 8, 2004]
The website Gamestudies.org is a international online crossdisciplinary journal which is concerned with study of computer games. I have chosen this specific source, Computer Game Studies, Year One, because it states the aims and significance of this journal.
This introduction covers such areas as; the development of new technology and its role in current advancement of gaming; the growing field of computer game studies which are being taken up globally; the individuality of the field of gaming in an effort to stop it being 'pidgeon-holed' under other disciplines; and the necessity an academic perspective on gaming so to contribute to its development.
This website provides insightful, fully referenced journal articals by respected academics throughout the world which has aided in further research into the study of computer games.
Espen Aarseth is one of the worlds leading figures in the academic study of computer games. Aarseth sees gaming as being of great cultural importance and believes that the serious study of computer gaming is much needed. Through his work he aims to assist in the growth and development of the gaming industry.



Aarseth, E (1998) Allegories of Space: The question of spatiality in computer games. [Online] Available: http://www.hf.uib.no/hi/espen/papers/space/ [Accessed 8 Aug. 2003]
In this online article, Aarseth addresses spatial involvement of users and different gaming genres. This article is insightful as it gives a brief history of computer game development providing graphical examples.
This source has been tagged as a draft copy but no later revision could be found to date.



Bartle, R (1996) Hearts Clubs, Diamonds and Spades: Players who suit Muds [Online] Available: http://www.mud.co.uk/richard/hcds.htm [Accessed 10 Oct. 2003]
This web article identifies the different character profiles that are taken on by players in online environments. Bartle discusses indepth social gaming in relation to multi-user game environments. I have chosen this source as many of these online characteristics are prevalent in LAN environments.



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]
This academic paper comments on gender perspectives of games, gaming communitues and gameplay. Bryce and Rutter discuss issues such as the development and possible reasons for gaming being a "increasingly social" popular youth leisure activity. Most importantly, this article raises the point that, opposed to popular opinion, there are a high percentage of female gamers. It explains why LAN gaming and social gaming attract a male audience and deters a female one.



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]
This academic article dicusses the evolution of gaming and addresses the social computer gaming as a "serious leisure activity". Within this idea, Bryce and Rutter comment on gender issues from a previously released paper Killing Like a Girl and Gamers' Visibility. This article also contains information on the social organisation of computer gaming and statistics supporting the size and growth of the gaming industry.



Rheingold, H. (1995) The Virtual Community. 1st edition, London: Mandarin Paperbacks. ISBN 0749395001
The Virtual Community talks mainly about internet trends, historic developments, communication issues, media convergence, online communities & cultures, the public sphere and the move from traditional media. Although Rheingold does not talk directly about computer games, it does provide other points to consider in this topic.



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]
This academic paper, written by Melanie Swalwell, discusses many facets of LAN (Local Area Network) gaming. The article covers topis such as; the actual physics of setting up a network; the people involved; social behaviour; how "friction" is involved in this form of gaming; the dissemination of stereotypes; spacial identity and virtual environment issues as well as providing case studies. This article encompases many of the ideas I wish to write about in the main assesment. This peice of academic writing will be a important reference for the assessment task as a guide.



Wright, T., Boria, E. & Breiden, P. (2002) Creative Player Actions in FPS Online Video Games: Playing Counterstrike Game Studies: the international journal of computer game research Vol 2, No. 2 Available: http://www.gamestudies.org/0202/wright/ [Accessed Aug 8, 2004]
This academic article discusses online player behavior and social patterns using the FPS (First Person Shooter) game of "Counterstrike" as a case study. The way players talk, their Avatar (visual identity and name) usage and creative use of the present popular culture within the gaming experience. The article focuses mainly on online gaming culture which I can use to compare and contrast with my assessment topic on LAN gaming culture.



The Entertainment Software Association [Homepage of The Entertainment Software Association][Online] 2004 - last update. URL: http://www.theesa.com/ [Accessed 8 Aug, 2004]
The Entertainment Software Association is an independant industy body which concern themselves with a range of 00000 Their services include the rating of software, protection of intellectual property, working with the U.S. government appropriatly amending policy for the ever growing industry, hosting industry trade shows and undertaking research on businesses and consumers. This website contains important statistical information about computer gamers in the U.S. which may be a useful guide as Australia tends to follow their entertainment trends.



Sefton-Green, J. (1998) Digital Diversions: Youth Culture in the Age of Multimedia. London : UCL Press. ISBN 1857288572
(It is planned that this resource will be used but no annotation as been written as unable to obtain copy)



Center for Computer Games Research Copenhagen [Homepage of The Center for Computer Games Research][Online] 2004 - last update. URL: http://game.itu.dk/ [Accessed 8 Aug, 2004]
The Center for Computer Games Research was founded in 2003 within the IT University of Copenhagen. The center is currently researching many aspects of the ever growing gaming industry and states:
"We find there is still a lot of uncharted land to be covered by computer game research. The importance of motivation; the development of content; game aesthetics & structure; potential design methods; the relation between computer games and other media such as film; the relation between human-computer interaction and play testing; the prospective use of computer games for educational purposes; the relation between social interaction design and game design in multi-player games: all are questions worth examining in that they are all relevant to the game design and theory. Answering some of these questions might not only help us develop theory, but will produce knowledge which can also be applied in the production of other interactive digital products." (The Center for Computer Games Research, 2004)
The Center for Computer Games Research is made up of a collection of Ph.D studdents and Professors including Espen Aarseth, an active academic Game Studies writer. This resource is useful because it shows that there is a serious belief that the gaming industry needs more research as it is becoming one of the largest media industries in the world.



Cyberathlete Professional League [Homepage of Cyberathlete Professional League ][Online] 11 Aug, 2004 - last update. URL: http://www.thecpl.com/ [Accessed 8 Aug, 2004]
The Cyberathlete Professional League is an organisation dedicated to the growth and development of the computer gaming industry. They organise international corporate sponsored competitions that attract a large amount of media attention. The website contains up to date competition news and events as well as player profiles and interviews. This resource will be of great benefit as it exemplifies gamings push into mainstream media.



Game Culture - thinking about computer games [Homepage of Game Culture][Online] 26 Oct. 2003 - last update. URL: http://www.game-culture.com/
I have chosen this website as a source because it is also actively promotes the study and development of game culture. It provides important news and information for not only academics but also gamers and developers.



Game Research - the art, business, and science of computer games [Homepage of Game Research][Online] URL: http://www.game-research.com/ [Accessed 8 Aug, 2004]
Although this web site does not provide adequate academic work (referenced articles/journals), it does contain interesting statistics on computer use (work/gaming) in europe, industry news and related book reviews.

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Luke Smart 15:15, 13 Aug 2004 (EST)

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