This is how we play it

T. L. Taylor, Emma Witkowski
2010 Proceedings of the Fifth International Conference on the Foundations of Digital Games - FDG '10  
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
more » ... en 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. D24 the various presentations of experience and expertise unfold -make-dos of vertical shelving for storing hardware above the small 80x60cm allotted play space jut up into the air, alcoves dedicated to particular MMOG realms for raiding are tagged ("For Boulderfist!"), sleeping across keyboards, a monstrous monitor with "advertising space for sale" is displayed on the screen when the particular gamer is AFK. Even at first glance we witness multiple variations of "knowing" and "how-to" and "expertise" and "passing" all put on view.
doi:10.1145/1822348.1822374 dblp:conf/fdg/TaylorW10 fatcat:s7kikzn5mbcfjpqaqbghh654aa