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.
Full textTampa, 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.
Full textÖgren, 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.
Full textDouglas, 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.
Full textSoares, 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.
Full textPeabody, Dustin P. "Detecting Metagame Shifts in League of Legends Using Unsupervised Learning." ScholarWorks@UNO, 2018. https://scholarworks.uno.edu/td/2482.
Full textVieira, 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.
Full textFuentes, 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.
Full textNASCIMENTO, 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.
Full textFerm, 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.
Full textHerner, William, and Edward Leiman. "How does toxicity change depending on rank in League of Legends?" Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-389338.
Full textJorvid, Niclas. "Speaking Symbols : A semiotic analysis of the Smart Ping system in League of Legends." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-227373.
Full textJafari, Mikael, and Joel Olbe. "A Comparison of Machine Learning Algorithms for Predicting Winners of League of Legends Matches." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-302106.
Full textFedchun, Kathryn. "A Feminist Autoethnography: On Hegemonic Masculinity, Failure, and Subversive Play in League of Legends." Thesis, Université d'Ottawa / University of Ottawa, 2020. http://hdl.handle.net/10393/40968.
Full textSantos, Alberto da Silva. "E-sports: efeitos de auto fala no incremento de habilidades no jogo League of Legends." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21371.
Full textWhitfield, Kirsten/Waker. "Performativity and gameplay: gender, race, and desire amongst a team of League of Legends players." Master's thesis, Faculty of Humanities, 2021. http://hdl.handle.net/11427/33085.
Full textHennix, Ylva. "Ungdomars sociala lärande och kommunikation genom strategispelet League of Legends : en etnografisk studie om socialt lärande och kommunikation bland tonårskillar." Thesis, Konstfack, Institutionen för Bildpedagogik (BI), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-4785.
Full textDong, Luo. "La localización de videojuegos en China: Estudio de caso de la traducción de League of Legends." Doctoral thesis, Universitat Autònoma de Barcelona, 2018. http://hdl.handle.net/10803/666605.
Full textBarcellos, Rodrigo da Luz. "Suporte à tomada de decisão estratégica no âmbito de eSports : o caso do league of legends." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/158319.
Full textGoetomo, Filbert. "Esports in Korea: A study on League of Legends team performances on the share price of owning corporations." Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/cmc_theses/1356.
Full textSchultz, Camila Amorim. "Projetado para a transmissão: como o jogo League of Legends é construído para ser jogado e também transmitido." Pontifícia Universidade Católica do Rio Grande do Sul, 2017. http://hdl.handle.net/10923/11754.
Full textJonsson, Josefine. "The psycho-social work environment of e-sport professionals : Applying the Job demands-resources theory to pro-players." Thesis, Umeå universitet, Institutionen för psykologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-151906.
Full textMinchev, Evgeni, and Torben Schmitt. "Purchasing digital items in free to play games : Investigating personality theory through an explorative study of League of Legends." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-31580.
Full textSchultz, Camila Amorim. "Projetado para a transmiss?o : como o jogo League of Legends ? constru?do para ser jogado e tamb?m transmitido." Pontif?cia Universidade Cat?lica do Rio Grande do Sul, 2018. http://tede2.pucrs.br/tede2/handle/tede/7944.
Full textJonsson, Ann-Louise. "Summoner's Garden : Ett gestaltningsförslag på en corporate garden baserad på ett pc-spel." Thesis, Högskolan i Gävle, Avdelningen för elektronik, matematik och naturvetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-20894.
Full textJohan, Järleby. ""Stand with me brothers and sisters" : A quantitative content analysis of League of Legends World Championships, based on the theory of brand community." Thesis, Linköpings universitet, Avdelningen för historie-, turism- och medievetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-149784.
Full textLaumann, William. "'You cannot mute that someone walks under a turret and dies': : Exploring League of Legends-players' perception, definitions of toxicity and their effect on everyday life." Thesis, Uppsala universitet, Institutionen för informatik och media, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-446116.
Full textFahlström, Josefine, and Emma Matson. "Preventing Toxic Behaviour through Game Mechanics." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-227805.
Full textToykin, Minaya Francis Irineo. "Identificación y dinámicas grupales en los equipos Arenales Net Games (ANG) y Shot e-Sports (SHOT) del videojuego League of Legends, en el contexto competitivo de Lima." Bachelor's thesis, Pontificia Universidad Católica del Perú, 2017. http://tesis.pucp.edu.pe/repositorio/handle/123456789/9687.
Full textTeodor, Norén, and Palm Emanuel. "Character Balance in MOBA Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-254243.
Full textSöderström, Herman. "Social interaktion inom e-sport : En kvalitativ studie av social interaktion inom e-sport." Thesis, Linnéuniversitetet, Institutionen för idrottsvetenskap (ID), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96433.
Full textTseng, Te Hua. "The iterative construction process of a spectator interface for Competitive Multiplayer Online Battle Arena (MOBA) Game : What to consider when designing a spectator interface." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104097.
Full textLundberg, Carl Alexandros, and Lola Smith. "Investigation of Embedded Brand Placement within Esports." Thesis, Jönköping University, JTH, Avdelningen för datateknik och informatik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-53886.
Full textTroilo, Giorgia. ""Frezzare la corsia è un'arte proprio come il farmare, la si acquisisce con il tempo" Analisi del linguaggio specialistico derivante e formatosi nel contesto del videogioco MOBA League of Legends." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/17154/.
Full textMullee, Sean. "The Effects of Hype on the Free-to-Play Pricing Strategy in the Online Video Game Industry." Miami University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=miami1588196222423073.
Full textLaws, Dannielle Kaye. "Gaming in Conversation: The Impact of Video Games in Second Language Communication." University of Toledo / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1461800075.
Full textCarter, Clinton Chase. "Who is Really in Charge Here: An Exploration of the Formation and Empowerment of Opinion Leaders in a Reddit Gaming Community." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc1062848/.
Full textEddy, Daniel. "'You Beauty' Alex Jesaulenko An historical exploration of the migrant who became a legend." Thesis, Federation University Australia, 2019. http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/169904.
Full textJurčík, Jakub. "Komunita League of Legends jako součást fenoménu E-Sports." Master's thesis, 2014. http://www.nusl.cz/ntk/nusl-328763.
Full textKuo, Yi-Hsuan, and 郭伊瑄. "Consumer Behavior of Online Game Purchase - league of legends." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/27673392113005724663.
Full textWu, Chang-Ting, and 吳政庭. "Business Model Design in League of Legends Virtual Props." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/42515713999964335047.
Full textYU, CHIH-MIN, and 游智閔. "Online Impulse Buying Impacted by Watching Game Streaming: League of Legends." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/6w392w.
Full textChen, Yun-Fei, and 陳韻妃. "The Online Gamers’ Emotional Expression and Interpersonal Relationship in the “League of Legends”." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/yhpy9b.
Full textWeng, Yu-Hsiang, and 翁鈺翔. "Media consumption of Internet Live Broadcast--A Case Study of League of Legends." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/rbvv7d.
Full textWang, Meng-Jie, and 王盟傑. "A Study on Continuance Intention of Online Games- in Case of League of Legends." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/7q52v2.
Full textHuang, Jie-Lun, and 黃玠綸. "A Study on League of Legends Players among Liesure Experience, Perceived Value, and Purchase Intention." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/b9g9x2.
Full textWu, Chun-wei, and 吳俊緯. "The gamers’ pleasure of on-line game " League of Legends":The case of college students." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/s4fjs4.
Full textPei-LingWu and 吳佩玲. "An Investigation of Organizational Citizenship Behavior in Online Game - League of Legends as an Example." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/m9crpz.
Full textTSAI, YI-MIN, and 蔡益民. "The Impact of Game Streamer Image and Brand Image on Advertising Effectiveness: League of Legends." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/m3jzgp.
Full textChang, Po-Hsun, and 張博勛. "Discussions of Online Game Users Consumer Behavior—A Case Study of the League of Legends." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/es3z93.
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