At the start of the new millennium, the internet was rapidly evolving. Google was just one of many popular search engines, not yet the dominant force it is today. Many households in America still relied on dial-up internet with its familiar dial tone. Meanwhile, file-sharing services like Napster and LimeWire were beginning to gain popularity. New technologies such as MP3 players and advancements in 3D graphics were also emerging.
During this time, groups of friends gathered in dorm rooms and basements to connect their computers and play multiplayer games. Games like “Half-Life,” “Counter-Strike,” “Starsiege: Tribes,” “StarCraft,” “WarCraft,” and “Unreal Tournament” were favorites. These gatherings, known as LAN parties, were casual yet competitive events where players vied for prizes like energy drinks or simply the thrill of winning.
The parties could go on for days and nights. Gamers would be packed in tight with their bulky computers and empty fast food boxes. Some would crash out in sleeping bags under their desks, while others took breaks to play pranks or watch movies.
Gamers prepared for the long-haul, bringing sleeping bags and blankets to a 2000 tournament in Brisbane, Australia.
Gamers prepared for the long-haul, bringing sleeping bags and blankets to a 2000 tournament in Brisbane, Australia.
David Harrison/Courtesy Thames & Hudson
Much has changed since then. The gaming world has transformed from a user-driven subculture to a multi-billion dollar industry. It is now more focused on e-sports competitions, the merging of gaming and content creation, and the significant influence of corporations on gameplay, design, and monetization.
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Jack Latham/Courtesy Here Press
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Particularly for Gen Z gamers, who have spent most of their lives in the smartphone era, 25 years ago may seem like a whole different world. However, for millennials and Gen Xers, the bulky monitors and pixelated graphics serve as nostalgic reminders of a recent technological past.
“It’s this feeling of, 'Oh, I could have wished I could have been there,'” Merritt K, author of "LAN Party," told CNN of the book's ethos — a homecoming moment for gamer culture, perhaps, as it was far from considered aspirational in the '90s and '00s mainstream. Pictured above, competitors at QuakeCon in Dallas, Texas, in 2006.
Thames & Hudson
Writer and podcaster Merritt K was inspired by nostalgia to create a new photobook called "LAN Party," documenting the gaming culture of the era. She shared the idea on X (formerly Twitter) and received a quick and enthusiastic response from old-school gamers. They were eager to share memories and photos from LAN parties and gaming conventions worldwide.
One X user responded to the images in K's call-out post, expressing how familiar the photos felt despite not recognizing any of the people in them. They mentioned that the scenes depicted in the pictures resembled their weekends from 2000-2004.
Another individual shared that even though they were not physically present in any of the photos, they could see their high school self in each one.
Many individuals who never attended LAN parties also showed enthusiasm. K told CNN, "I believe everyone feels nostalgic for a time before they were born. I had 20-year-olds tweeting, saying, 'I wish I was born in a different decade.'"
Most of the players in "LAN Party" are groups of white men, with only a few women and people of color featured. Cartons of Mountain Dew and Bawls, energy drinks that have come to be culturally associated with gamers, are a recurring theme — so much so that Mountain Dew released a line of products called “Game Fuel” in 2007.
1440 gamers took part in the "Drome 9: Infinite Interfacing" tournament in Hengelo, The Netherlands, in February 2002.
Anne de Waal/Courtesy Thames & Hudson
LAN parties made space for competition and community in both 'real life' and online environments simultaneously. Pictured above, gamers in Tulsa, Oklahoma in 2003.
A collage of motherboards features as wall decor in a gamer's room in St. Charles Parish, Louisiana.
In the book "LAN Party," you can feel a strong sense of nostalgia for the past. It reminds us of a time when the internet was a place where we connected with real people, not just a digital world we carry around in our pockets.
During the late '90s and early 2000s, social media was not yet a thing. Instead, it was the time of blogs and forums. People didn't have constant access to the internet like we do now. Even with the introduction of high-speed internet, it was still a destination to visit, not a constant presence in our lives. Connecting with people from different parts of the world felt special and unique, not something that was considered ordinary at the time.
Many ofhe visuals in "LAN Party" are also an artifact of the wider trends happening at that point in time. Posters of hip-hop artist, 90s pin-ups and anime series, bubble furniture and baggy jeans can be spotted in the periphery. Or not, in the case of the sparse photo above, of gaming fans — and indoor fans — in Lee's Summit, Missouri in 2001.
Merritt K, the author of "LAN Party," described the book's ethos as a nostalgic feeling of wishing to have been part of the gamer culture. In the '90s and '00s, being a gamer was not seen as a popular or desirable lifestyle, but now it is a homecoming moment for many. Above is a photo of competitors at QuakeCon in Dallas, Texas, in 2006.
Brett Masse/Courtesy Thames & Hudson
Most of the attendees at "LAN Party" are white men, with only a small number of women and people of color present. The event is often filled with cartons of Mountain Dew and Bawls, popular energy drinks among gamers. In fact, Mountain Dew even launched a product line called “Game Fuel” in 2007, inspired by the gaming community.
Growing up as a teenager in this era, there was a sense of hope about the possibilities of technology, even though it may seem naive now. The book is filled with photos of people smiling and posing with their desktop monitors, showing their pride and excitement. During that time, many new tech products were created with a playful and flashy design in mind. They were often decorated extravagantly or had unique features, like swiveling screens. Cameras were even available in vibrant hot pink colors and tech companies collaborated with luxury fashion brands.
K described the feeling as if the future was approaching with excitement. It was a time where individuals felt like they were paving their own path. While K acknowledged that it wasn't flawless, it was definitely a unique experience.
The era also marked a new beginning for photography. The photos in “LAN Party” mainly used digital cameras, which had recently become accessible to the public. Consequently, the images appear grainy, unedited, and of lower quality compared to today's standards. Capturing daily life through pictures was still uncommon back then, according to K. Thus, the individuals in the photos weren't conscious of their best angles, and they weren't necessarily aiming to appear 'good' for the camera.
LAN parties made space for competition and community in both 'real life' and online environments simultaneously. Pictured above, gamers in Tulsa, Oklahoma in 2003.
K explained that in the early days of selfies, people were often unsure of how to pose. Some would make silly faces or even flip off the camera. With the rise of digital cameras, taking selfies became more common, and people started to think about how they looked in the pictures and what poses to strike.
Many of the photos also hint at what was to come, showing early signs of modern gamer culture stereotypes - characterized by dark, antisocial, and seemingly unhealthy environments. Despite the widespread popularity of gaming today, it is sometimes viewed as the realm of young White men who may promote racist, misogynistic, or right-wing beliefs.
According to K, the gaming experience used to be more communal. Playing games in the same room with someone created a different atmosphere compared to playing online. It was harder to be rude to someone sitting just three feet away from you. Nowadays, online gaming poses a big issue with toxicity, as being anonymous online can bring out the worst in people.
Many of the visuals in "LAN Party" reflect popular trends of the time. Posters featuring hip-hop artists, 90s pin-ups, and anime series, along with bubble furniture and baggy jeans, can be seen in the background. In this photo from Lee's Summit, Missouri in 2001, gaming fans and indoor enthusiasts gather, capturing a moment in time.
LAN parties, although less common now, still happen. They have remained a cultural symbol over the years. For instance, a famous meme shows a man playing "Counter-Strike" while duct-taped to the ceiling at a LAN party. Young people are interested in preserving this phenomenon, but these gatherings are mostly attended by those who remember the original experience.
K expressed concern about the impact of technology on our lives. He mentioned feeling a loss of control and privacy, as well as a decrease in opportunities for exploration due to the saturation of information available.
Editor's P/S:
The article evokes a sense of nostalgia for the early days of the internet, when LAN parties were a popular way to connect with friends and experience the thrill of multiplayer gaming. It highlights the transformative nature of technology, from the dial-up era to the ubiquitous presence of the internet in our lives today. The article also touches upon the evolution of gaming culture, from its grassroots origins to the multi-billion dollar industry it has become.
Moreover, the article explores the social aspect of LAN parties, emphasizing the sense of community and camaraderie they fostered. It contrasts this with the potential for toxicity in modern online gaming environments, where anonymity can lead to negative behavior. The article also highlights the importance of preserving cultural phenomena like LAN parties, as they represent a unique moment in time and provide a glimpse into the past., where playing games in the same room with someone created a different atmosphere compared to playing online.