Academic literature on the topic 'League of Legends'

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Dissertations / Theses on the topic "League of Legends"

1

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. Ortografiasta on huomioitu nimimerkin alkukirjain, kirjainkoko koko nimessä sekä nimimerkissä mahdollisesti käytetyt numerot. Valintaperusteanalyysissa luokittelukategoriat on valittu aineiston pohjalta, ja apuna on käytetty kyselyyn vastanneiden nimimerkeilleen antamia perusteluita. Analyysissa tärkeimmät vertailukohteet ovat Lasse Hämäläisen (2012) ja Jaana Matsin (2012) pro gradut sekä Katja Virpirannan (2011) kandidaatintutkielma. Joiltain osin tuloksia vertaillaan myös muihin nimimerkkitutkimuksiin. Tutkimustulokset antavat viitteitä siitä, että nimimerkeissä suositaan isoa alkukirjainta, vaikka se ei nimimerkeissä olekaan pakollinen. Nimimerkkien valinnassa suositaan joko jo muualla käytössä olevaa tai omaan nimeen jollain tavalla perustuvaa nimimerkkiä. Tuloksista voi olettaa, että nimimerkit ymmärretään epävirallisesta statuksestaan huolimatta erisnimien kaltaisiksi, ja kertaalleen hyväksi havaittu nimimerkki säilytetään usein myös verkkosivustolta toiselle siirryttäessä. Arkipäiväisessä käytössä oleva epävirallinen lempinimi on myös yleinen nimimerkkinä.
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2

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 well as what might determine them to engage in such endeavours. The thesis sets off by presenting relevant information about the competitive League of Legends community, in the spirit of introducing the reader to a League-specific culture that will hopefully become familiar by the end of the study. This is followed by an account of related research on this matter, in terms of how previous studies connect to the one at hand. The theoretical foundation that follows is essential to the discussion of the findings. The methodological approach is essentially a cyber-ethnography, with a focus on two methods: textual analysis and semi-structured interviews. The main findings show a surprising level of complexity in what communicative and strategic patterns are concerned, which also points towards the interdependency between them. Moreover, the results show a clear connection between in-game social strata and player motivation in competitive communities. This study aims not only to update the knowledge we have on how social interactions are shaping and evolving in the context of online gaming, but also to provide results that are transferable and applicable in other fields of research; from culture and society to more particular areas such as management training and learning at work, a multitude of academic fields can benefit from and hopefully expand on the outcome of this thesis.
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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 positive although not ground breaking by any means.
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4

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 statistical analyses reveal that best-of-one matches in LoL demonstrate an overall luck-skill ratio similar to professional baseball (MLB) and football (NFL). Best-of-three matches exhibit an understandably higher ratio of skill, similar to professional basketball (NBA). With both match lengths exhibiting viable but significantly different luck-skill ratios, LoL creator, Riot Games has the tools to control how much luck and skill exist in their matches and leagues, setting an important precedent for future leagues and organizations.<br>by Cameron Douglas.<br>S.B.
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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 por inquérito por questionário, com o intuito de compreender como é que os jogadores percecionam este ambiente digital, tanto em termos sociais como gráficos. De acordo com os resultados obtidos, o terceiro lugar de Oldenburg é o que assume maior destaque no League of Legends, sendo que os indivíduos tendem a passar mais tempo online do que offline, dando importância ao convívio e ao sentido de comunidade.<br>Online games have been gaining a strong social membership, earning individuals of different ages, while conviviality and traditional communities suffered significant changes with technological evolution. The present research aims to understand how are represented, in online game League of Legends, the first, second and third places, studied by the sociologist Ray Oldenburg. This dissertation is the result of an observation made by the researcher to the mentioned game and the analysis of data obtained by questionnaire survey, in order to understand how the players perceive this digital environment, both in social and graphical terms. According to the obtained results, Oldenburg’s third places assume greater prominence in League of Legends, and individuals tend to spend more time online than offline, giving importance to the concept of conviviality and community.
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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 metagame players have formed with their choices and attempt to detect when the metagame shifts possibly giving the developer insight into what changes they should affect to achieve a more balanced, fun game.
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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 identify and discuss within the heuristic theme in game design, using as base the heuristic evaluation of the reworking of one of its characters, the champion Xerath. We start by dissolving the game LoL, how it occurs, how it was in its initial form, how to put the philosophy of work of its developer studio and then we go to the description of the game in its technical and playful aspects. In the sequel we delve into the discussion of heuristics, identity & aesthetics in digital games, where we have developed on top of researched authors, especially the texts of Brenda Laurel, Sherry Turkle and James Paul Gee acquiring a basis for the heuristic evaluation of the character. Next, we focus on the contextualization of the character who came to be evaluated, the champion Xerath, his birth, his involvement with the author and his status before and after the reworking. In its final part, this research retakes the discussed points and applies the heuristic evaluation in the changes that occurred in the character, after that, the process of extrapolation of the work begins and final considerations<br>A presente dissertação de mestrado teve como seu objetivo uma pesquisa sobre o jogo League of Legends, explorando suas filosofias de design para identificar e discutir dentro do tema heurísticas no design de games, utilizando-se como base a avaliação heurística do Retrabalhamento de uma de suas personagens, o Campeão Xerath. Partimos por uma dissecção do jogo LoL, como ocorre seu surgimento, como era em sua forma inicial, como se coloca a filosofia de trabalho de seu estúdio desenvolvedor e depois partimos para a descrição do jogo em seus aspectos técnicos e lúdicos. Em sequência nos aprofundamos na discussão sobre heurísticas, identidade & estética nos jogos digitais, onde desenvolvemos em cima de autores pesquisados, principalmente os textos de Brenda Laurel, Sherry Turkle e James Paul Gee adquirindo uma base para a avaliação heurística da personagem. Em seguida nos dedicamos a contextualização da personagem que veio ser avaliada, o Campeão Xerath, o seu nascimento, o seu envolvimento com o autor e seu estado antes e após o seu Retrabalhamento. Em sua parte final, essa pesquisa retoma os pontos discutidos e aplica a avaliação heurística nas mudanças que ocorreram na personagem, após isso, se inicia o processo de extrapolação do trabalho e considerações finais
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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) antecedents of tilt, (2) the effects of tilt on performance, and (3) players’ strategies to manage tilt-inducing situations. Findings show players experience antecedents of tilt to be teammates failing to meet the expectations of the players, teammates’ toxic behaviour, players failing to meet their own expectations, and negative emotions. These events can result in the players experiencing a sense of discouragement, a loss of control, misplaced attention, as well as displaying toxic behaviour. Lastly, the players resort to managing tilt-inducing situations by muting the in-game chat, redirecting attention towards controllable actions, and acceptance of mistakes and situations in general. These findings suggest tilt processes to be partly influenced by the players’ teammates’ actions, thus different social contexts may influence the experience of tilt. Further, findings indicate the players’ experience of discouragement when under tilt as an additional factor related to tilt, which is discussed as potentially unique to the context of players in LoL.
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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 acadêmicos que exploram o comportamento de jogo das equipes. Compreender as características que ajudam discriminar entre equipes bem-sucedidas e malsucedidas poderia ajudar as equipes a melhorar suas estratégias, como determinar métricas de desempenho a serem alcançadas. Nesta dissertação, identificamos e caracterizamos padrões de comportamento de equipes com base nos dados de histórico de partidas de League of Legends, um eSport muito popular. Ao aplicar métodos de mineração de dados, como aprendizado da máquina e análise estatística, agrupamos o desempenho das equipes e investigamos para cada grupo como e em que medida essas características influenciam o sucesso e fracasso das equipes. Alguns grupos são mais propensos a terem equipes mais vencedoras do que outros, os resultados do nosso estudo ajudaram a descobrir as características que estão associadas a essa propensão e permitiram modelar métricas de desempenho de perfis de equipe bem sucedidas e malsucedidas. Encontramos ao todo 7 perfis, que foram categorizados em quatro grandes níveis em termos de proporção de equipes vencedoras: Fraco, Mais ou Menos, Bom e Top.<br>Despite the increasing popularity of electronic sports (eSports), there is still a scarcity of academic works exploring the playing behavior of teams. Understanding the features that help to discriminate between successful and unsuccessful teams would help teams improving their strategies, such as determine performance metrics to reach. In this dissertation, we identify and characterize team behavior patterns based on historical matches data from League of Legends, a very popular eSport. By applying methods from data mining, such as machine learning and statistical analysis, we clustered teams’ performance and investigate for each cluster how and to what extent these features have an influence on teams’ success and failure. Some clusters are more likely to have winning teams than others, the results of our study helped to discover the characteristics that are associated with this predisposition and allowed us to define performance metrics of successful and unsuccessful team profiles. At all, we found 7 profiles in which were categorized into four big levels in terms of winning team proportion: Weak, So-So, Good and Top.
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10

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 även representationsteorin, Connells Hegemoniska maskulinitet, Althussers teori kring ideologi och Connells arbete kring mannens kropp. Undersökningen kommer fram till att de som spelar spelet tycker att karaktärerna är sexualiserande medan de som inte spelar spelet tycker att endast två i gruppen att en av karaktärerna är sexualiserad. Det som gör en karaktär sexualiserad är hur kroppen visas upp i bilderna. Det som skiljer sexualiseringen mellan karaktärerna är deras kläder och personligheter.
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