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 LAN cafes
 
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 |  LAN cafes 
 This page considers LAN cafes, aka networked computer 
                        game cafes or even MMORPG cafes.
 
 It covers -
 It 
                        supplements discussion of virtual 
                        worlds (multiplayer games) and addiction 
                        elsewhere on this site.
 
  introduction 
 Normalisation of the online population, lower connectivity 
                        prices in advanced economies and uptake of networked roleplaying 
                        games have seen migration of some users to what have variously 
                        been characterised as LAN cafes, cybercafes and game cafes.
 
 Those facilities are differentiated from the cybercafes 
                        discussed in the preceding page of this note because they 
                        emphasise online game playing (eg participation in globally-networked 
                        'reality' games such as World of Warcraft) by 
                        a youthful audience, rather than provision of connectivity 
                        for businesspeople, students and tourists. The 'LAN' refers 
                        to a local area network, with multiple players interacting 
                        with each other on that network - and with people in separate 
                        locations, including offices, schools, residences and 
                        other cafes - via the internet and MMORPG game servers.
 
 LAN cafes, like their predecessor the pinball arcade, 
                        are social phenomena. The motivation for visits by most 
                        of their customers appears to be partly access to the 
                        particular game, partly the opportunity for interaction 
                        - however tenuous - with peers and partly to occupy a 
                        'youth space' (one that is not closely surveilled or ordered 
                        by employers, parents or educators).
 
 One observer thus somewhat cruelly described several LAN 
                        cafes in Canberra, Sydney and Melbourne as
  
                        places 
                          where the main lighting comes from the glow of computer 
                          screens watched by kids - all wearing a uniform of cargo 
                          pants, sneakers, t-shirts and cap - who are busy replaying 
                          World War 2, conquering Rome or slaughtering green-skinned 
                          crustaceans from Outer Space. The dominant smell was 
                          unwashed socks, pizza and teen sweat. The players appeared 
                          to subsist on Red Bull, chips and chocolate bars. LAN 
                        cafes are places where "you hang out" (usually 
                        undisturbed by parents or by bothersome expectations about 
                        personal hygiene and etiquette). 
 They thus attract the anxieties about feckless youth, 
                        alienation, addiction 
                        and moral delinquency evident in past criticisms of pinball 
                        arcades and video games.
 
 They also resemble the cafes of the belle epoque or earlier 
                        - venues where Georgian aristocrats or Viennese intellectuals 
                        'hung out'.
 
 
  statistics 
 How many LAN cafes are in operation? How long do they 
                        last? Who is using them? Answers to those questions are 
                        problematical.
 
 There is no global or national register of LAN cafes. 
                        Authoritative directories or guides are unavailable. Many 
                        cafes do not use large-scale print/electronic advertising, 
                        instead relying on word of mouth. Some are short-lived. 
                        Overall many do not "appear on the radar". There 
                        is no authoritative industry association offering substantive 
                        and comprehensive data; much academic research is atomistic 
                        (with an emphasis on the sociology of gender roles, liminality 
                        and consumer interaction or on application of theory by 
                        Foucault and his epigones).
 
 In Australia (based on contact with gamers, searches of 
                        the whitepages and scrutiny of game sites) it appears 
                        that as of early 2007 there were under 300 LAN cafes. 
                        Most were concentrated in major metropolitan centres. 
                        Many were small, ie with under 20 'seats'. Economics of 
                        scale have encouraged development of a handful of sites 
                        with between 50 and 300 seats. Turnover within the industry 
                        appears to be large, with cessation of all activity at 
                        particular locations and change in management as entrepreneurs 
                        move on after disappointment.
 
 Cultures overseas vary. It appears that on a per capita 
                        basis there are greater numbers of LAN cafes in South 
                        Korea (with claims that there were around PC-Bangs in 
                        2002) and Japan, some of considerable size.
 
 Australian cafes appear to attract broadly the same demographics: 
                        predominantly gamers (male, in the 14 year to 25 year 
                        cohorts) along with tourists, students and others wanting 
                        access to connectivity for email, social 
                        software and so forth.
 
 
  economics 
 As with cybercafes, the economics of LAN cafes reflect 
                        factors such as investment, management expertise, location 
                        and traffic.
 
 Costs typically involve -
 
                        lease 
                          of premisesfitout 
                          (including cabling, chairs, tables)purchase 
                          or lease of computerselectricity, 
                          line rental and ISP chargeslicensing 
                          of management software such as HandyCafepublic 
                          liability insurancesecurity 
                          monitoringcleaning 
                          (if not undertaken by staff)wagestaxeslease 
                          or purchase of vending machines, fridges and other amenitiessoftware 
                          licensing. Some 
                        LAN cafes seek to minimise wage costs by offering 'in 
                        kind' payment for staff, ie allowing employees or the 
                        friends of employees to have free access to the network 
                        for specified hours. In practice employee management appears 
                        to be a challenge, with many cafes experiencing difficulty 
                        in handling junior employees who have technical skills 
                        (and are comfortable dealing with their peers) but lack 
                        motivation and are prone to allowing friends a free ride.
 Licencing costs are another challenge, with some cafes 
                        experiencing difficulty paying for operating systems (resorting 
                        instead to unlicenced copies and therefore being vulnerable 
                        if inspected by rights owners) and game licences. Licencing 
                        varies from game to game: some games (such as Battlefield 
                        and Counter Strike) involve a copy per computer, 
                        with cafes accordingly having to judge which games are 
                        most attractive for their consumers and therefore justify 
                        investment. The ability to pay for a high speed connection 
                        - and thereby reduce the latency that erodes gamer satisfaction 
                        - and to acquire/maintain high-performance personal computers 
                        is also important.
 
 Economies of scale can be significant, particularly in 
                        urban centres where there is meaningful competition. A 
                        large number of seats may allow a cafe to bring down prices, 
                        from example $5 or $6 per hour to $2 per hour. Revenue 
                        in some cafes is primarily attributable to charges for 
                        time online. Others make their profits from sales of food, 
                        drink and even tshirts or other paraphernalia.
 
 
  issues 
 Operation of LAN cafes poses a number of issues, several 
                        of which featured in past moral panics about penny arcades 
                        and other places where youth gathered.
 
 John Springhall commented that
  
                         
                          recent youth leisure … occupies visible public space, 
                          is seen as hedonistic and presents problems within the 
                          dominant discourse of 'enlightenment' … The most popular 
                          forms of entertainment among the young at any given 
                          historical moment tend also to provide the focus of 
                          the most intense social concern. A new medium with mass 
                          appeal, and with a technology best understood by the 
                          young … almost invariably attracts a desire for adult 
                          or government control  
                        One issue is thus 'youth endangerment', with criticisms 
                        that young people are inadequately supervised and can 
                        thus come into contact (online or face to face) with older 
                        predators or gain exposure to improper content. Most LAN 
                        cafes do not have rigid age restrictions on entry or close 
                        machine by machine monitoring (potentially subverted by 
                        users swapping seats) and anecdotes indicate, for example, 
                        instances of 14 year olds playing BF2 (a game 
                        with a MA+15 rating).
 Local government and police in Australia, Canada, UK and 
                        US have on occasion expressed concern regarding LAN cafes 
                        as venues for gang activity (although reports of trade 
                        in party drugs appear to be sensationalist).
 
 In China and elsewhere there have been claims that LAN 
                        cafes are contributing to truancy or to cyber-addiction. 
                        Beijing for example has sought to crimp community access 
                        to heterodox content through public campaigns emphasising 
                        the evils of addiction and the death of LAN addicts. Local 
                        developments regarding 'LAN addiction' are discussed in 
                        a 2007 presentation The LAN Game Ate My Brain, Dude: 
                        'MMORPG Addiction' and Australian Law (PDF) 
                        and the forthcoming paper A Label in Search of Liability: 
                        CyberAddiction and the Law.
 
 
  responses 
 Responses have included -
 
                        licencing 
                          of premiseszoning 
                          of premisestacit 
                          control through recurrent inspections by police and 
                          health agencies Regulatory 
                        questions are discussed in more detail in the following 
                        page of this note. 
 
 
 
 
  next page 
                         (regulation) 
 
 
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