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The social phenomenon we have chosen to analysis is LAN gaming. With a short history, LAN gaming originated in the USA in 1996 by a company called id Software. It introduces multi-player gaming to the masses, allowing players to compete in intense 4-player LAN or head-to-head modem competitions. ...
The LAN-gaming scene among the youth in Singapore has blossomed significantly over the past 5 years. Now it is possible to locate gaming arcades in almost every neighbourhood in Singapore. ... They prefer to play at LAN Gaming centres as it is more thrilling. Moreover, there are more people to challenge with on the LAN Network. ... LAN Gaming can be played at home if someone is willing to host. ... ” Quotes Tay Hak Peng 20th August 2000
LAN gaming is a reaction to the shift in the video game trade to the home market blends with vision and flexibility to industry changes and innovation. ... Some of the consumers are introduced to LAN-Gaming by their peers. ...
There is interdependence among the LAN gamers as they are unaware of each other, explains the momentary remote nature of these gamers’ relationship and their interaction with each other is for a specific reason or purpose, in this case to play a game. ...
In our analysis, we have found out that LAN gaming is a subculture that comes under the dominant culture of computer games and it possess their own distinctive values, norms, languages or material culture.
Approximate Word count = 1088 Approximate Pages = 4.4 (250 words per page double spaced)
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