• Search
  • Lost Password?

This is How We Play It: What a Mega-LAN Can Teach Us About Games

Associate Professor T. L. Taylor

Insight into aspects of face-to-face real-time play at LAN parties but also highlight considerations for game studies more generally.

Using data gathered through our participant observation and informal interviews at DreamHack Winter 2005 and 2009 we explore a number of themes that not only provide insight into aspects of face-to-face real-time play at LAN parties but also highlight considerations for game studies more generally. In particular, we focus on the heterogeneity of play and experience, the role of spectatorship in computer gaming, the public performance of leisure and gamer identity, and the growing presence of women in game culture. We conclude by suggesting that researchers should begin to consider the much larger trend in which this form of leisure activity is integrating itself into mainstream pop/youth/network culture.

[PDF]

T.L. Taylor
Written by
T.L. Taylor

T.L. Taylor is a qualitative sociologist who has focused on the interrelations between culture and technology in online environments for over thirty years. Her work sits at the intersection of sociology, critical internet and game studies, and science and technology studies. She is the author of three books on gaming as well as co-author of a handbook on ethnographic methods. In addition to her academic work, she co-founded the non-profit AnyKey and served as its director of research, then advisory committee chair, from 2015-2021. She was also a founding member of Twitch’s Safety Advisory Council and served on it from 2020-2024. She has been visiting researcher at Microsoft Research New England and is regularly sought out for industry consultations. She teaches subjects that include critical internet studies, qualitative methods, and gaming. She is also currently the director of the MIT Game Lab.

T.L. Taylor Written by T.L. Taylor