In the Game – In the Flow: Presence in Public Computer Gaming
Presented as: Bryce, J. & Rutter, J., 2001. “In the Game – In the Flow: Presence in Public Computer Gaming”, Computer Games & Digital Textualities, IT University of Copenhagen.
It is estimated that almost three-quarters of people under thirty have played a computer game, and the leisure software industry is estimated to be worth more than $6 billion in Europe making it a more lucrative market than either the USA or Japan. In the USA, sales of games now outnumber sales of books and in the UK games are worth 80% more than video rentals. In the UK – which makes up more than half the European market – gaming software is not just significant in terms of consumption, as it also has an impressive development an export profile massively outperforming film and television. (ELSPA, 1999)Despite this, there remains a lack of understanding of computer gaming as a serious leisure activity or within an interactive context. This paper investigates the emergence of public forms of gaming such as national competitions and LAN parties. This is done through exploring notions of presence at these events and three interlinking places of presence are explored:
- The physical presence that games and their machine inhabit at the events
- The virtual presence gamers have in the games through their characters or agents
- The psychological presence gamers inhabit while competing
Bryce & Rutter, J., 2001. “In the Game – In the Flow: Presence in Public Computer Gaming”, Computer Games & Digital Textualities, IT University of Copenhagen.
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