The DOI matches its Crossref record; 4 of the 4 references it cites were found in a registry or an index.
Gaming at a LAN event: the social context of playing video games
Abstract
An exploratory survey was undertaken about the appeal of playing video games at a Local Area Network (LAN) event where personal computers are linked in order to play both face-to-face and online. First, we wanted to know who the visitors of a LAN event were, because there is hardly any research available about this class of gamers. Second, we wanted to know why they participated in a LAN event. The survey showed that LAN gamers were almost exclusively male, with a mean age of 19.5 years. They devoted about 2.6 hours each day to gaming. They were motivated by social contact and a need to know more about games. The competition motive was third in the total sample. A subgroup of heavy gamers obtained a higher score on competition. This article emphasizes the importance of the social context of gaming and interprets its results as a nuance of the stereotype of the solitary, adolescent gamer.
Overview
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Citations
Cites
Uses and Gratifications Theory in the 21st Century
Ruggiero, T. E. (2000) · Mass Communication and Society · doi:10.1207/s15327825mcs0301_02 · Cited by 2,810
Steinberg, L., & Morris, A. S. (2001) · Annual Review of Psychology · doi:10.1146/annurev.psych.52.1.83 · Cited by 2,517
The Uses-and-Gratifications Perspective of Media Effects
(2002) · Media Effects · doi:10.4324/9781410602428-24 · Cited by 882
Interactivity: a concept explication
Kiousis, S. (2002) · New Media & Society · doi:10.1177/146144480200400303 · Cited by 666
Cited by
Trepte, S., Reinecke, L., & Juechems, K. (2012) · Computers in Human Behavior · doi:10.1016/j.chb.2011.12.003 · Cited by 462
Smyth, J. M. (2007) · CyberPsychology & Behavior · doi:10.1089/cpb.2007.9963 · Cited by 318
How players manage moral concerns to make video game violence enjoyable
Klimmt, C., Schmid, H., Nosper, A., Hartmann, T., & Vorderer, P. (2006) · comm · doi:10.1515/commun.2006.020 · Cited by 102
Social gaming: A systematic review
Gonçalves, D., Pais, P., Gerling, K., Guerreiro, T., & Rodrigues, A. (2023) · Computers in Human Behavior · doi:10.1016/j.chb.2023.107851 · Cited by 72
Metadata
- Authors
- Jansz, J., & Martens, L.
- Venue
- New Media & Society
- Publisher
- SAGE Publications
- Published
- 2005-06
- Volume
- 7
- Issue
- 3
- Pages
- 333-355
- ISSN
- 1461-4448 (ISSN-L)
- 1461-7315
- OpenAlex
- W2162094366
- Cited by
- 285
- References
- 4
- FWCI
- 37.52
- Type
- journal article
- Language
- en
- Open access
- closed
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review
How to cite
Cite CoChat for the checks on this page, and the paper for its own findings.
- This page
- CoChat. (2026). Citation check: Gaming at a LAN event: the social context of playing video games. https://app.cochat.ai/papers/10.1177/1461444805052280
- The paper
- Jansz, J., & Martens, L. (2005). Gaming at a LAN event: the social context of playing video games. New Media & Society. https://doi.org/10.1177/1461444805052280
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.