Academic literature on the topic 'League of Legends'

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Journal articles on the topic "League of Legends"

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Li, Yiming. "Research on the Operation and Communication Strategies of League of Legends IP - A Case Study on the Launch of League of Legends: Wild Rift (China Server)." Transactions on Social Science, Education and Humanities Research 11 (August 20, 2024): 399–405. http://dx.doi.org/10.62051/vgvc3t90.

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League of Legends, as a renowned and influential IP in the gaming industry for more than a decade, has consistently dominated the MOBA market. With its engaging gameplay, vast roster of unique champions, and thriving esports scene, League of Legends has garnered a loyal and dedicated player base worldwide. However, recognizing the evolving gaming landscape, Riot Games, the creator of League of Legends, ventured into the mobile gaming realm, expanding their IP beyond the PC platform. One of the notable outcomes of this expansion is League of Legends: Wild Rift, popularly known as League of Lege
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Cheng, Jiale. "Excellent Operations and Future Challenges for League of Legends and Its Events." Advances in Economics, Management and Political Sciences 92, no. 1 (2024): 159–63. http://dx.doi.org/10.54254/2754-1169/92/20231327.

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League of Legends is one of the most successful games in the world, hosting the largest and most attended events in the world and the largest number of grassroots players. Based on this, we studied why League of Legends events are so much bigger than other games, such as Honor of Kings, Counter-Strike: Global Offensive, and why its game elements and culture are so widely spread. Through the study of nearly 6 years of game videos and the intuitive feeling of the league of Legends elements in the city. We found that League of Legends events can be better and better not only due to the strong sup
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Kim, Kayoung. "From the Lingerie Girls to the Legends Gladiators: Exploring Erotic Capital and Media sexualization of the LFL’s commercials." IJASS(International Journal of Applied Sports Sciences) 33, no. 1 (2021): 1–16. http://dx.doi.org/10.24985/ijass.2021.33.1.1.

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This study explains how women’s football strategically transfers the sports league’s image from hyper-sexualized women’s sports entertainment to the real football league. By focusing on the commercial messages from the Lingerie Football League and the Legends Football League, the author could understand the nature of the sexualized culture as the unique entertainment women’s sports league. By adopting reading sport critically (McDonald & Birrell, 1999), the purpose of this study is to understand the difference between the Lingerie and Legends Football League (LFL). This study further exami
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Lohokare, Aishwarya, Aayush Shah, and Michael Zyda. "Deep Learning Bot for League of Legends." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 16, no. 1 (2020): 322–24. http://dx.doi.org/10.1609/aiide.v16i1.7449.

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In this paper, we take the first step towards building comprehensive bots capable of playing a simplified version of League of Legends, a popular 5v5 online multiplayer game. We implement two different agents, one using Reinforcement Learning and the other via Supervised Long Short Term Memory Network. League of Legends provides a partially observable game environment with an action space much larger than games like Chess or Go. Source code and demonstrations can be found at https://github.com/csci-599-applied-ml-for-games/league-of-legends-bot.
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Muttaqin, Fuad. "PENGARUH PUSH, PULL, AND MOORING EFFECT TERHADAP SWITCHING INTENTION KONSUMEN MOBILE LEGENDS: BANG BANG PADA LEAGUE OF LEGENDS: WILD RIFT." SIBATIK JOURNAL: Jurnal Ilmiah Bidang Sosial, Ekonomi, Budaya, Teknologi, dan Pendidikan 1, no. 10 (2022): 2121–32. http://dx.doi.org/10.54443/sibatik.v1i10.311.

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Mobile legends adalah game mobile berjenis multiplayer online battle arena diterbitkan oleh Moonton, sementara League of legend adalah terbitan Riot Games. Penggunaan yang terus bertambah dan preferensi pengguna yang berbeda membuat suasana persaingan yang cukup ketat diantara developer penyedia game berjenis MOBA. Dengan banyak pilihan merek, menyebabkan konsumen (pemain) bisa dengan mudahnya berniat pindah atau bahkan berpindah merek dari suatu merek ke merek-merek yang lain. Jenis dari penelitian berikut ini merupakan penelitian kuantitif. Penelitian berikut ini menggunakan data primer yakn
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Dias, Manoel Rigel, and Andréia de Fátima Rutiquewiski. "Neologismos em League of Legends." DLCV 17 (December 17, 2021): e021003. http://dx.doi.org/10.22478/ufpb.2237-0900.2021v17.50749.

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Este artigo tem como objetivo principal identificar e analisar, morfologicamente, as formações neológicas dentro do jogo virtual League of Legends. Para isso, foi tecida uma fundamentação teórica sobre o tema de neologia (MONTEIRO, 2002; BASILIO, 2004; CAMARA JR., 1987; SANDMANN, 1992; CORREIA E ALMEIDA, 2012; entre outros) e uma metodologia para coleta e análise de dados. Os resultados constataram que a maior parte dos dados são estrangeirismos que passam a ser empréstimos, por adaptações, sobretudo, via processos de derivação sufixal e siglagem.
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Josslyn Amelie and Elda Franzia Jasjfi. "ANALISIS VISUAL SPLASH ART KARAKTER LUX PADA GAME “LEAGUE OF LEGENDS”." Jurnal Dimensi DKV: Seni Rupa dan Desain 8, no. 2 (2023): 223–38. http://dx.doi.org/10.25105/jdd.v8i2.18398.

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The Visual Analysis of Lux Character’s Splash Art on the Game of “League of Legends”. Splash art is a definition that is mostly used in most video games to show the visualization of a playable character in the game. Besides splash art having interesting illustrations, splash art often shows the character's lore to the players, so the player is interested and manifested to play the character or to use the skin on the character. The use of composition is one of the biggest factors that affect the choice to tell the character’s story within its splash art. One of the video games that have splash
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Donaldson, Scott. "Mechanics and Metagame." Games and Culture 12, no. 5 (2015): 426–44. http://dx.doi.org/10.1177/1555412015590063.

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This article examines the significance of two types of expertise in the popular multiplayer video game League of Legends. Previous research into multiplayer games has explored a variety of expertise models, some which concern only a player’s mastery of the controls and some which take negotiation of a game’s sociocultural context into account. This article analyzes play in League of Legends through the lens of a binary model of expertise, outlining examples of the in-game and out-of-game practices used by players in their pursuit of competitive success. I argue that forms of out-of-game or “me
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Violetta, Martina, and Dianing Ratri. "Analisis Visualisasi Konflik Kelas pada Visual Worldbuilding Animasi “Arcane: League of Legends”." ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia 8, no. 04 (2023): 429–46. http://dx.doi.org/10.33633/andharupa.v8i04.6214.

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AbstrakAnimasi “Arcane: League of Legends” merupakan hasil turunan media dari dunia game “League of Legends”. Namun Worldbuilding dikemas Arcane dengan cerdik dan alami sehingga bagi penonton yang bukan pemain atau belum mengetahui game “League of Legends” masih dapat menikmati animasi tersebut tanpa harus mencari penjelasan cerita dalam game terlebih dahulu. Artikel ini bertujuan untuk mengidentifikasi apa saja komponen atau setting Worldbuilding yang terdapat pada visual animasi tersebut, dan bagaimana storytelling atau narasi terkait konflik kelas disampaikan secara visual ke dalam komponen
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Mulling, Tobias Tessmann, and João Kosby. "Design de esporte fantasy no contexto dos eSports: projeto de uma plataforma para o jogo League of Legends." Projetica 13, no. 1 (2022): 316. http://dx.doi.org/10.5433/2236-2207.2022v13n1p316.

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A ascensão dos eSports tem revelado o surgimento de um novo segmento, denominado Esporte Fantasy. Nesta proposição, jogos online possuem sua mecânica de pontuação atrelados a outros jogos praticados por equipes e desta forma, ao selecionar um jogador virtual, este acaba tendo conexão direta com um jogador real. Dentre os jogos de eSports, League of Legends tem se destacado internacionalmente. Considerando este cenário, este artigo apresenta o desenvolvimento da plataforma League Fantasy, um Esporte Fantasy relacionado ao jogo League of Legends, baseado na metodologia de design de jogos de Roll
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Dissertations / Theses on the topic "League of Legends"

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Kemppainen, T. (Teijo). "Animeponiautisti ja Zyge:nimimerkit League of Legends -pelissä." Bachelor's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201602161212.

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Tutkielman aihe on League of Legends -pelissä käytetyt nimimerkit. Tutkielmassa analysoidaan nimimerkkien ortografista rakennetta ja nimimerkkien valintaperusteita. Analyysin tuloksia vertaillaan joihinkin viime vuosina erilaisista verkkonimimerkeistä tehtyjen opinnäytetöiden tuloksiin. Aineistona on käytetty kyselylomakkeella kerättyä aineistoa, joka sisältää 183 erilaista nimimerkkiä suomalaisilta League of Legends -pelaajilta. Aineisto on kerätty syksyllä 2015 tätä kandidaatintutkielmaa varten. Tutkimuksessa on analysoitu nimimerkkien ortografista rakennetta ja valintaperusteita. Ortograf
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Tampa, Ramona. "GG, EZ - Strategic Interaction Within "League of Legends" Ranked Games : A virtual ethnography of temporary teams from the "League of Legends" community." Thesis, Stockholms universitet, JMK, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-144049.

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Online gaming communities have met a well-deserved rise in academic interest in recent years, yet the focus seems to linger or long-term or permanent communities; virtual temporary teams are a subject which leaves room for rich interpretations still. In this spirit, this thesis addresses the question of how strangers collaborate in solving complex tasks together, by way of analysing temporary teams in the “League of Legends” community. The focus of the study are the communicative and strategic practices that players employ during ranked games in their attempt to defeat the opposing team, as we
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Ögren, Sam. "Auditiv kommunikation i det digitala spelet League of Legends." Thesis, Södertörns högskola, Medie- och kommunikationsvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-33483.

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This paper is an attempt to replicate Kristine Jörgensen study of auditory functions of sound in the video game World of Warcraft, but doing so on a different game, and that game is League of Legends. By using social semiotic’s multimodal theory I hope not only to replicate the results of Jögensens study, but also come with some new insight in to the field of communication as well as contributing to sound studies which compared to visual representations are not as common. However, the focus is on communication through different semiotic representations. In the end, the results are quite positi
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Douglas, Cameron (Cameron David). "Luck and skill in professional League of Legends (E-sports)." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119960.

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Thesis: S.B., Massachusetts Institute of Technology, Department of Mechanical Engineering, 2018.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 35-36).<br>As professional gaming (e-sports) develops a greater global infrastructure, it will be critical to create league systems in which skill and luck balance to create competitive, exciting, and fair environments. This study uses the most developed e-sport leagues, found in the game League of Legends (LoL), to examine early efforts at crafting such environments. The use of "winning persistence" and Bayesian
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Soares, Susana Alexandra Gomes. "A representação dos lugares no jogo online League of Legends." Master's thesis, Universidade de Aveiro, 2013. http://hdl.handle.net/10773/12167.

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Mestrado em Comunicação Multimédia<br>Os jogos online têm vindo a ganhar uma forte adesão social, conquistando indivíduos de diversas faixas etárias enquanto o convívio e as comunidades ditas tradicionais sofreram alterações significativas com o avanço tecnológico. O presente trabalho de investigação tem como objetivo compreender como surgem representados, no jogo online League of Legends, os primeiros, segundos e terceiros lugares, estudados pelo sociólogo Ray Oldenburg. A presente dissertação parte de uma observação realizada pela investigadora ao referido jogo e da análise de dados obtidos
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Peabody, Dustin P. "Detecting Metagame Shifts in League of Legends Using Unsupervised Learning." ScholarWorks@UNO, 2018. https://scholarworks.uno.edu/td/2482.

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Over the many years since their inception, the complexity of video games has risen considerably. With this increase in complexity comes an increase in the number of possible choices for players and increased difficultly for developers who try to balance the effectiveness of these choices. In this thesis we demonstrate that unsupervised learning can give game developers extra insight into their own games, providing them with a tool that can potentially alert them to problems faster than they would otherwise be able to find. Specifically, we use DBSCAN to look at League of Legends and the metaga
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Vieira, Guilherme Sousa. "Heurísticas do design em jogos digitais: o caso League of Legends." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21673.

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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-12-04T11:47:25Z No. of bitstreams: 1 Guilherme Sousa Vieira.pdf: 3021145 bytes, checksum: 0652b6e7a3dbb42c0bef36ecaeb77a24 (MD5)<br>Made available in DSpace on 2018-12-04T11:47:25Z (GMT). No. of bitstreams: 1 Guilherme Sousa Vieira.pdf: 3021145 bytes, checksum: 0652b6e7a3dbb42c0bef36ecaeb77a24 (MD5) Previous issue date: 2018-10-11<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>The present master's thesis had as its objective a research on the League of Legends game, exploring its design philosophies to
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Fuentes, Raul. "A qualitative examination of tilt in League of Legends esports players." Thesis, Högskolan i Halmstad, Akademin för hälsa och välfärd, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-45543.

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Some video games offer, today, high-level competitive performance in the form of esports – a discipline recognized as a performance domain in need of investigation within a sport psychological perspective. Tilt, described as severe frustration resulting in suboptimal performance, is a common, yet still under-investigated performance debilitating phenomenon in esports. The aim of the present study was to gain an understanding of factors and processes relating to tilt in the esports of League of Legends. To that end, a qualitative method was applied using thematic analysis to explore (1) anteced
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NASCIMENTO, JUNIOR Fernando Felix do. "Caracterização de perfis de comportamento de equipes em League of Legends." Universidade Federal de Campina Grande, 2017. http://dspace.sti.ufcg.edu.br:8080/jspui/handle/riufcg/1617.

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Submitted by Emanuel Varela Cardoso (emanuel.varela@ufcg.edu.br) on 2018-08-31T19:40:20Z No. of bitstreams: 1 FERNANDO FELIX DO NASCIMENTO JUNIOR – DISSERTAÇÃO (PPGCC).pdf: 3433404 bytes, checksum: b5c42ff5d239a6628e636523baabae45 (MD5)<br>Made available in DSpace on 2018-08-31T19:40:20Z (GMT). No. of bitstreams: 1 FERNANDO FELIX DO NASCIMENTO JUNIOR – DISSERTAÇÃO (PPGCC).pdf: 3433404 bytes, checksum: b5c42ff5d239a6628e636523baabae45 (MD5) Previous issue date: 2017-12-15<br>Capes<br>Apesar da crescente popularidade dos esportes eletrônicos (eSports), ainda há uma escassez de trabalhos acadêm
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Ferm, Jonathan. "Kläderna gör skillnaden : Sexualisering av manliga karaktärer i League of Legends." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79848.

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Studien undersöker vad människor uppfattar som sexualiserat bland de manliga karaktärerna i datorspelet ”League of Legends’’. Det har gjorts tidigare undersökningar kring hur de kvinnliga karaktärerna i spelet är sexualiserade och denna rapport undersöker vad som uppfattas som sexualiserat bland de manliga karaktärerna. Frågeställningarna till denna undersökning är: ● Vad är det som gör en karaktär sexualiserad? ● Skiljer sig sexualiseringen mellan karaktärerna? ● Hur ser spelande och icke-spelande på sexualiseringen av karaktärerna? Undersökningen använder sig av fokusgrupper som metod samt ä
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Books on the topic "League of Legends"

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Jacobs, Jeff. Hockey legends. MetroBooks, 1995.

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Abdo, Kenny. League of Legends. ABDO Publishing Company, 2022.

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Abdo, Kenny. League of Legends. ABDO Publishing Company, 2022.

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Avise, Jonathan. Champions League Legends. ABDO Publishing Company, 2018.

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Avise, Jonathan. Champions League Legends. ABDO Publishing Company, 2019.

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League of Legends. ABDO Publishing Company, 2022.

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Premier League Legends. Sona Books, 2023.

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League of Legends. ABDO Publishing Company, 2022.

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Abbott, Josh. League of Legends Guide. Lulu Press, Inc., 2015.

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Comics, Marvel. League of Legends: Lux. Marvel Worldwide, Incorporated, 2019.

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Book chapters on the topic "League of Legends"

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Wang, Ying, Shing-Chi Cheung, Hai Yu, and Zhiliang Zhu. "“League of Legends” Toolkit." In Managing Software Supply Chains. Springer Nature Singapore, 2024. https://doi.org/10.1007/978-981-96-1797-5_9.

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Zhao, Yelin, and Hao Luo. "Labor Migration to League of Legends Pro League: Confronting Local Fandom Communities." In Palgrave Series in Asia and Pacific Studies. Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-3796-7_7.

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Zhao, Jianxun. "Wining Rate Prediction of Game League of Legends." In Advances in Intelligent Systems Research. Atlantis Press International BV, 2024. http://dx.doi.org/10.2991/978-94-6463-512-6_75.

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Błaszczyk, Kinga Wiktoria, and Dominik Szajerman. "Champion Recommendation in League of Legends Using Machine Learning." In Computational Science – ICCS 2023. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-36027-5_12.

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Jadowski, Robbie, and Stuart Cunningham. "Statistical Models for Predicting Results in Professional League of Legends." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-95531-1_10.

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Taylor, Nicholas, and Randall Hammond. "Outside the Lanes: Supporting a Non-normative League of Legends Community." In Queerness in Play. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-90542-6_13.

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Janish, Elyse. "The Abject Scapegoat: Boundary Erosion and Maintenance in League of Legends." In Queerness in Play. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-90542-6_14.

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Galán-Sales, Francisco Javier, María Lourdes Linares-Barrera, Pablo Reina-Jiménez, Ana Rodríguez-López, and Manuel Jesús Jiménez-Navarro. "Toward Explaining Competitive Success in League of Legends: A Machine Learning Analysis." In Advances in Artificial Intelligence. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-62799-6_19.

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Lefebvre, Florian, and Pham Vu Thang. "The Management of Professional Esports Teams on League of Legends in Vietnam." In Palgrave Series in Asia and Pacific Studies. Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-3796-7_5.

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Rama, Alberto Mateos, Victor Rodriguez-Fernandez, and David Camacho. "Finding Behavioural Patterns Among League of Legends Players Through Hidden Markov Models." In Applications of Evolutionary Computation. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-43722-0_27.

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Conference papers on the topic "League of Legends"

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Chen, Emily, Alexander Bisberg, and Emilio Ferrara. "“Can You Play Anything Else?” Understanding Play Style Flexibility in League of Legends." In 2024 IEEE Conference on Games (CoG). IEEE, 2024. http://dx.doi.org/10.1109/cog60054.2024.10645580.

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Mutsvanga, Dan, Arman Petrosyants, Dmitry Nikolaev, et al. "Data Pipelines for Real-Time, Custom Object Detection and Tracking in League of Legends." In 2024 IEEE Sensors Applications Symposium (SAS). IEEE, 2024. http://dx.doi.org/10.1109/sas60918.2024.10636474.

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cui, haiting. "Research on winning rate prediction of e-sport League of Legends based on machine learning." In International Conference on Optics, Electronics, and Communication Engineering, edited by Yang Yue. SPIE, 2024. http://dx.doi.org/10.1117/12.3049149.

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Cordova, Chaim Joseph A., Carl Victor A. Villaceran, and Christine F. Peña. "Predicting League of Legends Match Outcomes Through Machine Learning Models Using Past Match Player Performance." In 2024 IEEE International Conference on Computing (ICOCO). IEEE, 2024. https://doi.org/10.1109/icoco62848.2024.10928259.

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Cong, Shilong, Hanwei Wu, Shuo Xiong, Yue Wu, and Long Zuo. "Predicting the Outcome of MOBA Game: a Case Study on Pregame Prediction for League of Legends." In 2024 8th Asian Conference on Artificial Intelligence Technology (ACAIT). IEEE, 2024. https://doi.org/10.1109/acait63902.2024.11021901.

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Berga, David, Eleonora De Filippi, Arijit Nandi, et al. "The Stress Is Real: Physiological Measurement of League of Legends Players Experience During a Live Esports Event." In 12th International Conference on Sport Sciences Research and Technology Support. SCITEPRESS - Science and Technology Publications, 2024. http://dx.doi.org/10.5220/0012981700003828.

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Wilathgamuwa, Minandi. "Kills or Turrets: An Exploratory Data Analysis and Win Prediction of League of Legends Based on Early-Game Data." In 2024 9th International Conference on Information Technology Research (ICITR). IEEE, 2024. https://doi.org/10.1109/icitr64794.2024.10857792.

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Khawli, Adele. "League of legends." In SIGGRAPH '16: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2016. http://dx.doi.org/10.1145/2897841.2936763.

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Kranzl, Justin. "League of legends music." In SIGGRAPH '15: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2015. http://dx.doi.org/10.1145/2745234.2767013.

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S. Cruz, Alexandre C., Thaís G. do Rêgo, Telmo de M. Filho, and Yuri Malheiros. "League of Legends: An Application of Classification Algorithms to Verify the Prediction Importance of Main In-Game Variables." In Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19662.

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League of Legends is currently one of the most popular video games with a competitive scene involving regional and international tournaments. In this paper, we predict the result of competitive matches using information about games played between the years 2016 and 2020 in the most well-known regional and international leagues, such as the Brazilian League of Legends Championship and League of Legends Pro League. We used several different approaches to train our models based on different variable categories. First, we used economic variables registered in the first 10 and 15 minutes of each ma
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