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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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3

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.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 35-36).
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.
by Cameron Douglas.
S.B.
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5

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
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.
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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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
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
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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8

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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Capes
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.
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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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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Herner, 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.

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This thesis aims to investigate toxic remarks in three different ranks in League of Legends, Bronze, Gold, and Diamond. The purpose is to understand how toxic communication between players would change depending on rank. A framework from Neto, Alvino and Becker (2018) was adopted to define and count toxic remarks. The method relied on participant observation to gather data; three different ranks were specified for data collection. Fifteen games were played in each of the ranks; Bronze, Gold, and Diamond. Each game was recorded, transcribed and analyzed by dividing each toxic remark registered into Neto, Alvino and Becker’s predetermined categories. The study concluded that domain language is more often used by players with a higher rank, meaning that high ranked players tend to use toxicity that requires previous game knowledge to understand. On the contrary, low ranked players tend to stick to basic complaints and insults when using toxicity to remark teammates while playing.
Syftet med detta examensarbete är att undersöka förekomsten av toxiska yttranden i tre olika ranger i League of Legends: Brons, Guld och Diamant. Målet är att försöka förstå hur toxiska yttranden spelarna emellan ändras beroende på rang. För att kunna definiera och räkna toxiska yttranden användes ett ramverk som utformats av Neto, Alvino och Becker (2018). Som metod för insamlingen av data från de tre olika rangerna användes deltagarobservationer. Femton matcher spelades i var och en av rangerna Brons, Guld och Diamant. Varje match spelades in, transkriberades och analyserades och de toxiska yttrandena delades upp i Neto och Beckers olika kategorier. Utifrån studien kan slutsatsen dras att domänspråk är oftare använt av spelare i högre ranger och att domänspråk är kopplat till slang inom spel som kräver tidigare kunskap i spelet för att förstå. I motsats till detta använder spelare i lägre ranger mer basala klagomål och förolämpningar när toxiska yttranden riktas mot andra spelare.
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Jorvid, 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.

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This thesis brings attention to communication systems in games and how their development has stagnated. The focus is directed towards visual communication and the question of “Can the Smart Ping system in League of Legends suggest visual communication as a viable solution for in-game communication in multiplayer games, according to the semiotic model of Roland Barthes? ” is presented. Roland Barthes’ two order of signification model is then used to perform an analysis of the visual communication system called Smart Ping in the game League of Legends. The findings suggests that visual systems can be a viable solution as they provide visual techniques in design, tactic use for players while being effective to execute, helps removing language barrier problems and can use cultural aspects to an advantage in design when creating the system, making it easier for players to understand the message created. In-game multiplayer communication, is a vital part of how a game succeeds or falters when providing tools for players to communicate; as it is one of the main areas that creates frustration for the players. An aspect of this importance is that as frustration builds up, the flaws of design are found and questioned, and if not answered, damages the community due to the consequences of not solving the issues within the game. Therefore it is important that designers do not neglect the issues related to the current systems, and instead work to find new solutions, because if they do not, it damages the relationship between consumers and developers. This topic is discussed as frustration for players also bring toxicity into the community of games. To finalize the thesis suggests an approach in connection to visual communication systems and emphasizes experimentation in game design as an important part of development; while as a developer staying open towards feedback helps, as it strengthens the community and can provide new solutions from unexpected sources.
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Jafari, 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.

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League of Legends is one of the largest online multiplayer games played by millions around the world. This report has studied the accuracy and efficiency of five different machine learning algorithms in predicting the winner in a match of League of Legends with data collected ten minutes after it started. The five algorithms that were chosen for analysis are: Naive Bayes, K- Nearest Neighbors, Decision Trees, Logistic Regression and Support Vector Machines. The analysis of the models showed that they generally scored similarly, except for Decision Trees which achieved a score noticeably lower than the other models. Furthermore when observing the accuracy of the models it could be seen that Logistic Regression performed marginally better than all of the others. However, k- Nearest Neighbours was the model that had the fastest fit time for the biggest training sizes measured while Support Vector Machines were the slowest. The models all achieved an accuracy above 69%, giving the impression that there is a use case for these models in prediction of League of Legends matches.
League of Legends är ett av de största online multiplayer spelen, spelat av miljontals över hela världen. Denna rapport har studerat precisionen och effektiviteten av fem olika maskininlärningsalgoritmer i att förutsäga vinnaren av League of Legends matcher med data insamlad tio minuter efter att matchen har startat. De fem algoritmerna som valdes för analys var: Naive Bayes, k- Nearest Neighbors, Decision Trees, Logistic Regression och Support Vector Machines. Analysen som har gjorts av modellerna visar att de generellt sett presterade liknande mot varandra, förutom Decision Trees vilket presterade märkbart sämre än de andra modellerna. Vidare visade det sig att Logistic Regression uppnådde en precision i sina förutsägelser som var marginellt bättre än resterande modeller. Vid analys av träningstid framstod det även att k- Nearest Neighbours hade den kortaste tiden för den största storleken av träningsdata, samtidigt som Support Vector Machines tog längst tid på sig. Alla modeller nådde en precision över 69%, vilket ger intrycket att det finns en användning för dessa modeller inom förutsägelse av League of Legends matcher.
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Fedchun, 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.

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League of Legends is one of the most popular video games in the world, and yet it is also infamously known as being filled with harassment and failure. Why do I continue to play? In this project, a critical autoethnography is used to illustrate what it is like to play in this male-dominated space as a woman. Using feminist and queer game studies as my theoretical framework, this project investigates three distinct, but interconnected concepts: hegemonic masculinity, weaponized failure, and subversive play. In chapter one, I use Raewyn Connell’s theory of hegemonic masculinity to analyze League of Legends. I argue that gameplay elements such as champion selection, communication, and role-play make it difficult to challenge hegemonic masculinity in League of Legends. However, I do acknowledge that it is possible to challenge through playing the role of support properly – by concentrating on teamwork and sacrifice. In chapter two, I use queer video game studies, including key texts by Bonnie Ruberg and Jesper Juul, to consider failure in League of Legends. While queer failure can be fun in single-player video games, I argue that failure in League of Legends can be used as a weapon to intentionally hurt your teammates. Finally, in chapter three I consider my own subversive playstyle. While some academics have argued that woman who play masculine video games using male-coded skills cannot challenge the patriarchy, I argue that embracing my femininity in League of Legends allows me to persevere and push against the patriarchy. I argue that my feminine visibility in the form of my gamertag, SJW Queen, my communication style that emphasizes positivity and mediation, and how I play League of Legends are all examples of subversive gameplay. I bring my femininity into League of Legends uncompromised and I embrace it, rather than try to escape from it.
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Santos, 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.

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Conselho Nacional de Pesquisa e Desenvolvimento Científico e Tecnológico - CNPq
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
The objective of this study was to extend and apply classic procedures of Behavioral Sport Psychology to new sports contexts, the electronic sports. The so-called e-sports are sporting modalities that have had their growth propitiated by the technological development of computers and internet networks. Among these new electronic modalities are the League of Legends, a game of the MOBA category whose championships have been frequently cited in media and sports channels, which used to be devoted only to the broadcasting of news about traditional sports. Teams that compete at national and international level rely on technical support professionals specialized in sports performance; among these professionals there is also the Sport Psychologist. In an expanding field the variables previously present in the traditional sports environment are also found in the competitive electronic sports environment. Topics such as anxiety, concentration and other psychological aspects are seen as relevant to the good performance of cyber athletes. From the classic behavioral psychology procedures of the sport the self talk was the independent variable used in the procedure of this study. The research problem was to identify the effects of the isolated, self-chosen, selfchosen, participant-chosen use of the last hit of an electronic and complex MOBA game, represented by the League of Legends, by participants with beginner level of experience. Four amateur practitioners participated in the study, two submitted to the experimental variable (self talk) and two as control. In a variable interval reinforcement (VI) + Limited Hold scheme, the establishment of self-talk as a discriminative stimulus for the click-on-target response at the correct time produced some changes in the response of the participants who underwent the experimental condition, which merited an analysis more detailed. The results obtained contribute to the literature of an expanding area and can serve as a starting point for the development of interventions in the applied field; still allow to identify adjustments so that the use of self talk may be pertinent to the target behavior chosen. Verification of the correlation between verbal response and non-verbal response has shown that in complex situations with a given class of responses required at a very high frequency per minute, the use of continuous self-talk may not be helpful. However, its use in a more comprehensive and timely way can contribute to the planning of actions and the chaining of complex responses
O objetivo deste estudo foi estender e aplicar procedimentos clássicos da Psicologia Comportamental do Esporte a novos contextos esportivos, os esportes eletrônicos. Os chamados e-sports são modalidades esportivas que tiveram seu crescimento propiciado pelo desenvolvimento tecnológico de computadores e redes de internet. Dentre estas novas modalidades eletrônicas destaca-se o League of Legends, jogo da categoria MOBA cujo campeonatos têm sido frequentemente citados em mídia e canais esportivos, que antes se dedicavam somente à veiculação de notícias sobre esportes tradicionais. Os times que competem em nível nacional e internacional contam com profissionais de suporte técnico especializado no desempenho esportivo; dentre estes profissionais há também o Psicólogo do Esporte. Em um campo em expansão as variáveis antes presentes no ambiente dos esportes tradicionais também passam a ser encontrados no ambiente do esporte eletrônico competitivo. Temas como ansiedade, concentração e outros aspectos psicológicos são vistos como relevantes para o bom desempenho dos cyber atletas. Dos procedimentos clássicos da psicologia comportamental do esporte a autofala foi a variável independente utilizada no procedimento deste estudo. O problema de pesquisa foi identificar os efeitos do uso isolado de autofala instruída, escolhida pelo participante e aberta, na melhora de desempenho em abater personagens (last hit) de um jogo eletrônico e complexo do tipo MOBA, representado pelo League of Legends, por participantes com nível iniciante de experiência. Participaram do estudo quatro praticantes amadores, dois submetidos à variável experimental (autofala) e dois como controle. Em um esquema de reforçamento de intervalo variável (VI) + Limited Hold, o estabelecimento da autofala como estimulo discriminativo para a resposta de clicar no alvo no momento correto produziu algumas mudanças no responder dos participantes que foram submetidos à condição experimental, que mereceram uma análise mais detalhada. Os resultados obtidos contribuem para a literatura de uma área em expansão e podem servir como ponto de partida para o desenvolvimento de intervenções no campo aplicado; ainda permitem identificar ajustes para que a utilização da autofala possa ser pertinente ao comportamento alvo eleito. A verificação da correlação entre emissão da resposta verbal e da resposta não verbal demonstrou que em situações complexas, com determinada classe de respostas exigida numa frequência muita alta por minuto, o uso da autofala de modo contínuo pode não ser proveitoso. Porém, sua utilização de modo pontual e mais abrangente pode contribuir para o planejamento de ações e encadeamento de respostas complexas
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Whitfield, 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.

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Computer gaming is an important and growing form of popular media that has many cognitive and social benefits for players. It has also developed a reputation for being a white-male pastime and barring access for people who fall outside of that social grouping. While statistics show that this is increasingly not the case, certain games, particularly those that fall under the category of eSports, do attract largely male player bases. League of Legends is one such game. With Butler's Performativity Theory as a theoretical starting point, a qualitative sociolinguistic study was undertaken into the gendered dynamics of a male-dominated clan of League of Legends players. The data, collected primarily via audio-recordings of player interactions between games, is used as the basis for a sociolinguistic case study that looks at how performativity plays itself out in an environment that is characterised by a strong gender bias. With a focus on a Coloured female gamer in a League of Legends team, this paper explores the ways in which she and her teammates construct their own genders within this particular sociolinguistic context. The relationship between identity and desire, which has been a point of debate in sociolinguistics, is discussed in the context of the clan's interactions. Here I focus on the debate between Cameron and Kulick on the one hand and Bucholtz and Hall on the other. The paper looks into ways in which desire and identity interact with each other during sociolinguistic interaction. Moreover, issues around the construction of gender, race and sexuality are central to the study. The paper uses the data collected to look into the ways that social identities are collaboratively constructed, and contested. The discussion shows that while the team members replicate the gender binary, they do so by simultaneously reifying and challenging gendered norms. The study provides a compelling look into the ways in which gender identities are played with in interaction, and sheds some light on the fluidity of performative identity while simultaneously sketching out the ways that such performance is limited by its environment.
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Hennix, 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.

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Detta examensarbete, som skrivits inom området media vid Konstfack ägnas åt tonårskillars sociala lärande i strategispelet League of Legends. Jag har undersökt hur ungdomarna kommunicerar med varandra och vilka olika metoder de använder för att inskaffa kunskap som är nödvändigt för att utvecklas som League of Legendsspelare. Jag har utgått från kvalitativa intervjuer med tre femtonåriga killar och etnografiskt orienterade videodokumentationer som bas för min undersökning. Socialsemiotisk teori med ett multimodalt perspektiv används. Begrepp som jag använder mig av för att förstå och analysera min empiri är lärande och design. Analysen av intervjuer och videodokumentationerna vägleds av mina frågor kring hur ungdomarna lär sig av varandra och vilka resurser de skapar tillsammans. Resultatet visar att det sker en ständig läroprocess som styrs av ungdomarnas intresse och deras strävan efter att bli bättre League of Legends spelare och social tillhörighet. Samarbete kring hur strategiska val diskuteras mellan ungdomarna och formar dem att bli multikonstnärer som behärskar skrift, tal och gester. Min undersökning via videodokumentationerna blev mitt dubbla perspektiv, det jag inte kunde finna via skrift och intervjuer såg jag via filminspelningen. Jag har jag valt att klippa ihop en film om mitt sökande på svar kring hur ungdomarna kommunicerar. Denna film visas som min gestaltande del på Konstfacks vårutställning 2014.
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Dong, 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.

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Barcellos, 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.

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Os jogos eletrônicos se transformaram, nos últimos anos, em um dos principais segmentos da indústria global de entretenimento. Neste segmento, uma prática que tem ganhado importância envolve a competição organizada na forma dos eSports (esportes eletrônicos), os quais englobam tanto disputas amadoras quanto ligas e campeonatos profissionais. Entre os títulos de maior sucesso usados em eSports, League of Legends (LoL) destaca-se por sua popularidade. Porém, apesar da crescente importância do segmento e, em particular, do LoL, a pesquisa acadêmica sobre este tema ainda se encontra incipiente. Assim, este trabalho tem como objetivos: explorar a rede de valor que sustenta o jogo e testar o modelo de fronteira eficiente como ferramenta de suporte à tomada de decisão estratégica em League of Legends . O primeiro artigo visa compreender o ecossistema de negócios estabelecido em torno do jogo. Para tanto, o arcabouço teórico de stakeholders e modelos de negócios foi empregado, com aplicação das ferramentas de Rede PESTEL e Business Model Canvas. Os achados foram validados e complementados por entrevistas realizadas com especialistas. No segundo artigo são avaliados os principais indicadores de desempenho quanto à sua contribuição para a vitória em partidas de alto nível de LoL, os quais podem ser usados como variáveis dependentes em futuras aplicações voltadas à melhoria e otimização de decisões no jogo. Foram coletados dados reais de partidas dos jogadores mais qualificados em 11 servidores durante nove meses, resultando em 7.248.170 registros individuais, os quais foram analisados através do método GEE (Generalized Estimating Equations). Os resultados sugerem prevalência de um dos indicadores, o ouro, sobre os demais. O terceiro artigo apoia-se nesta descoberta para adaptar a teoria moderna do portfólio, originalmente concebida no contexto do mercado financeiro, para ser utilizada como suporte à tomada de decisão de seleção de personagens pelas equipes de LoL. Os conceitos de risco e retorno são traduzidos para parâmetros de jogo e uma fronteira eficiente é calculada, a fim de sugerir uma composição ótima de equipe com base no indicador de desempenho identificado no artigo anterior.
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Goetomo, 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.

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This thesis utilises event studies to measure the impact of League of Legends Esports s teams on the share prices of their main sponsors and parent company, namely, the CJ Corporation, Korean Air, the Kt Corporation, Samsung Electronics Co Ltd and SK Telecom. Hypothetically, the success of a team, the acquisition of a major player or the beginning of a sponsorship would have a positive effect on the corporation reflected in an increase in the firm’s daily share price returns. Results showed that this was indeed true especially for a team’s success in large competitions such as the SBENU Summer Championships 2015 and the annual World Finals. As such, corporations can benefit from increasing their investments into the scene as a result of the quantifiable win-win scenario apparent for both firm and team.
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Schultz, 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.

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With the professionalization of electronic sports (e-sports) and the exponential growth of this market, many companies are investing in create unique experiences for their spectators. This research aims to understand how a computer game, especially the League of Legends, can be designed to be played and watched by many people as a sportive manifestation, turning a local reception into a global and connected activity. Based on the Grounded Theory, a methodology that supports the qualitative and quantitative data analyzes, favoring the multidisciplinary view on a given event. This work consists in three distinct phases: data collection and analysis, coding, memoing and theory writing. Where in the first phase, bibliographical surveys on games and esports were carried out, as well as analyzes of the media related to electronic sports. In the second phase, all the data obtained were codified and separated into categories and subcategories, where it was possible to understand that e-sports are a phenomenon formed from different social perceptions, relating games, sports entertainment and media. In the third phase, the memoing presents as inferences from the research for the work, to finally be possible a writing of a platform on a construction of e-sport and how its transformations in different transmissions.
Com a profissionalização dos esportes eletrônicos (e-sports) e o crescimento exponencial desse mercado, muitas empresas têm investido em criar experiências únicas para seus espectadores. Com isso em mente, este trabalho tem o objetivo de entender como um jogo de computador, especialmente o League of Legends, pode ser projetado para ser jogado e assistido como uma manifestação esportiva por diversas pessoas, transformando a recepção local em um ato global e conectado. Para isso, é utilizada a Grounded Theory, uma metodologia que permite o uso de análises qualitativas e quantitativas, favorecendo o olhar multidisciplinar sobre um determinado evento. Assim, este trabalho é formado por três fases distintas: coleta e análise de dados, codificação, memorando e escrita da teoria. Onde, na primeira fase, foram realizados levantamentos bibliográficos sobre jogos e e-sports, além de análises das mídias relacionadas ao esporte eletrônico. Na segunda fase, todos os dados obtidos foram codificados e separados em categorias e subcategorias, no qual foi possível entender que os e-sports são um fenômeno formado a partir de diferentes percepções sociais, relacionando os jogos, o entretenimento esportivo e as mídias. Na terceira fase, o memorando apresentou as inferências da pesquisadora ao longo deste trabalho, para, por fim, ser possível a escrita de uma teoria sobre a construção do e-sport e as suas transformações em diferentes transmissões.
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Jonsson, 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.

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In recent years, the area of e-sports has been growing rapidly and has consequentially drawn attention from the general public as well as researchers. However, research in this area still remains sparse, especially concerning the psycho-social work environment of e-sports professionals. This is even more true when referring to research that includes the individual perspective of pro-players. To provide more knowledge in this area, this study aims to explore what psychosocial aspects are mentioned by pro-players in documentary interviews and investigate if the experiences portrayed could be understood using a theoretical perspective by applying the JD-R theory. This study is based on 12 docu-series episodes featuring two League of Legends teams where 10 different pro-players participated. The research sample could both be considered availability sampling, since the data was already available, and purposeful sampling, choosing a sample consisting of pro-players. The episodes were transcribed and then analyzed using qualitative content analysis. Many psycho-social aspects emerged from the analysis, resulting in two higher themes where the first theme “Working as a pro-player” portrays what the profession entails and the second, “The interdependent work”, depicts the experience of being a pro, a teammate and an individual at the same time. By applying the JD-R theory on the aspects mentioned, it was concluded that these experiences indeed could be understood using a theoretical approach, providing incentives to conduct future research in the area. Possible areas of research interest were also presented in relation to this.
E-sport är att område som snabbt har vuxit under senare år,vilket har attraherat uppmärksamhetfrån allmänhetenoch forskare. Forskning på området bedrivs dockfortfarande relativt infrekvent, speciellt när det gäller de professionella e-sportspelarnas psykosociala arbetsmiljö. Detta är speciellt framträdande närdet kommer till att inkludera individuella perspektiv från spelarna. För att bidra till mer kunskap inom området syftar denna studie till att undersöka vilka psykosociala aspekter som omnämns av spelare i dokumentära intervjuer samt undersöka om dessa upplevelser kan förstås utifrån ett teoretiskt perspektiv genom att tillämpa JD-R-teorin. Denna studie baseras på 12 avsnitt från två League och Legends-lagdär 10 olika spelare deltar.Urvalet kan både anses som bekvämlighetsurval, eftersom datan redan fannstillgänglig, och strategiskt urval, då urvalet inkluderade professionella spelare.Avsnitten transkriberades och analyserades med kvalitativ innehållsanalys.Många psykososociala aspekter framträddefrån analysen vilket resulterade i två högre teman där det första temat ”Att arbeta som en pro player” porträtterarvad professionen innebär och den andra, ”Det avhängiga arbetet”, beskriver upplevelsen av att vara en professionell spelare, en lagkamrat och en individ samtidigt. Genom att applicera JD-R-teorin på de omnämnda aspekterna fastslogs det att dessa upplevelser kan bli förstådda genom en teoretisk ansats, vilket ger incitamentatt bedriva framtid forskning inom området. Möjliga forskningsområden av intressepresenterades även i relation till detta.
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Minchev, 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.

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The continuous growth of the gaming industry develops a highly competitive environment, which provides an incubator of innovation. These conditions lead to the emergence of new business models. Free to play as one of those newly and still developing models is currently trending among the game developing and publishing companies. Delivering skyrocketing profits, the full potential of the model is yet to be revealed. At first sight, the model has a simplistic structure on the business side, however, on the user side it is unclear what motivates players to become customers through the purchase of digital items in the games. This research uses an exploratory and qualitative approach to collect data and identify purchasing behaviour stimuli. It also proposes an option of connecting personality theories as a possible explanation to the purchasing behaviour of players. As a focus for this study, the currently most successful free to play game, League of Legends, was selected and twelve interviews with League of Legends players were conducted. The interviews consisted of two parts, one semi-structured and the other one structured. The semi-structured interview aimed at identifying purchasing behaviour and finding reasons for the purchase of digital items in League of Legends. The second was a personality assessment test, Keirsey Temperament Sorter2. A conventional content analysis of the interviews identified the theme “personal satisfaction” as the main motivation for purchasing digital items. The investigation regarding the proposed connection to personality theory, the research’s results fail to show any connection. However, answering research question number one unveils the importance of the personality factor remains valid and a subject of future research. The research discusses possibilities and direction for future research in the face of testing other than the applied Keirsey personality theory.
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Schultz, 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.

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With the professionalization of electronic sports (e-sports) and the exponential growth of this market, many companies are investing in create unique experiences for their spectators. This research aims to understand how a computer game, especially the League of Legends, can be designed to be played and watched by many people as a sportive manifestation, turning a local reception into a global and connected activity. Based on the Grounded Theory, a methodology that supports the qualitative and quantitative data analyzes, favoring the multidisciplinary view on a given event. This work consists in three distinct phases: data collection and analysis, coding, memoing and theory writing. Where in the first phase, bibliographical surveys on games and esports were carried out, as well as analyzes of the media related to electronic sports. In the second phase, all the data obtained were codified and separated into categories and subcategories, where it was possible to understand that e-sports are a phenomenon formed from different social perceptions, relating games, sports entertainment and media. In the third phase, the memoing presents as inferences from the research for the work, to finally be possible a writing of a platform on a construction of e-sport and how its transformations in different transmissions.
Com a profissionaliza??o dos esportes eletr?nicos (e-sports) e o crescimento exponencial desse mercado, muitas empresas t?m investido em criar experi?ncias ?nicas para seus espectadores. Com isso em mente, este trabalho tem o objetivo de entender como um jogo de computador, especialmente o League of Legends, pode ser projetado para ser jogado e assistido como uma manifesta??o esportiva por diversas pessoas, transformando a recep??o local em um ato global e conectado. Para isso, ? utilizada a Grounded Theory, uma metodologia que permite o uso de an?lises qualitativas e quantitativas, favorecendo o olhar multidisciplinar sobre um determinado evento. Assim, este trabalho ? formado por tr?s fases distintas: coleta e an?lise de dados, codifica??o, memorando e escrita da teoria. Onde, na primeira fase, foram realizados levantamentos bibliogr?ficos sobre jogos e e-sports, al?m de an?lises das m?dias relacionadas ao esporte eletr?nico. Na segunda fase, todos os dados obtidos foram codificados e separados em categorias e subcategorias, no qual foi poss?vel entender que os e-sports s?o um fen?meno formado a partir de diferentes percep??es sociais, relacionando os jogos, o entretenimento esportivo e as m?dias. Na terceira fase, o memorando apresentou as infer?ncias da pesquisadora ao longo deste trabalho, para, por fim, ser poss?vel a escrita de uma teoria sobre a constru??o do e-sport e as suas transforma??es em diferentes transmiss?es.
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Jonsson, 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.

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Detta examensarbete syftar till att skapa ett gestaltningsförslag till en trädgård baseratpå pc-spelet League of Legends. Arbetet följer konceptet corporate garden då detbaseras på en produkt som är skapad av ett företag. Arbetet ska besvara frågan ”Hur kanett gestaltningsförslag för en corporate garden för spelföretaget Riot Games medinspiration från spelet League of Legends se ut?”, ”Hur uppfattar spelarna landskapet ispelet?” samt ”Vilka växter kan passa i en miljö med halvskugga till skugga, lågt pHvärdesamt relativt hög markfuktighet i zon 1? ”. Metoderna som nyttjades var en kortlitteratursökning åtföljt av en mer omfattande studie av spelets landskapsgrafik samtenkätfrågor till målgruppen spelarna. Motiven till tagna beslut presenteras tillsammansmed växtvalen, varpå illustrationsplanen presenteras. Som komplement till dennaanvänds exempelskisser i mindre skala för att kunna peka på detaljer, såsom placeringav växtval. Resultatet pekar på 25 stycken olika växter som passar i de olikaståndorterna. Växtvalen består av lignoser, perenner, mossor och knölar/lökar.Illustrationsplanen visar en stor parkliknande trädgård i pc-spelet League of Legendsanda.
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Johan, 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.

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The purpose of this research was to see at which extent the game League of Legends, during the world championship, could be seen as a brand community. I have used a quantitative content analysis where the variables that were measured consisted of the elements from the theory of brand community. The elements were (1) consciousness of kind, (2) rituals and traditions, (3) moral responsibility. I used the following research issues:
    What physical evidence is there to support that the League of Legends scene is evolving? What qualitative, visual changes have been made over the years (in League of Legends world championship finals)? At what frequency does the elements of Brand Community, as an amount of mentions by the commentators, occur in League of Legends (E-sport, world championship finals)? My findings suggest that the League of Legends E-sport scene is a brand community that is evolving; according to the set criteria’s for a brand community; and that the world championship can be seen as a brand fest, a gathering of a brand community.
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Laumann, 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.

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This study explores the phenomenon of toxicity in the multiplayer online battle arenagame, League of Legends, from a player point of view. It also explores how time andspace is experienced through gaming related actions to better understand the contextualfactors. Along with that this study also aims at understanding how toxicity is perceived byplayers and how toxicity affects their everyday life in regards to time and space.A mixed phenomenological framework is applied to explore taken-for-grantedexperiences and most importantly, to understand how toxicity is perceived by the players.Along with this framework the concepts of time and space are used to analyse thepractices of everyday life, gaming practices and routines as well as to gain a betterunderstanding of how toxic behaviours in League of Legends affect everyday life.This study utilises in-depth semi-structured interviews with 13 participants togather data in the form of lived experience to better understand how toxicity is perceivedby regular players of the game. Results from this study indicate that players performpreparatory routine actions which helps establish a gaming space which alters how spaceand time is perceived. Within this space other actions are made to make space ‘feel right’.Other findings indicate that toxicity is perceived to be of different grades of seriousness,where the lowest grade consists of behaviours that are deemed as normalised and part ofthe game and the highest grade invokes feelings of hopelessness and frustration. Thisstudy claims that toxic behaviour in League of Legends does not affect everyday lifeactivities but instead can lead to intense frustration and destruction in the constructedgaming space. Finally, this thesis suggests that, due to the complexity of games, toxicityis studied along with corresponding contextual factors to be successfully explored.
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Fahlström, 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.

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Toxic Behaviour, the phenomena where a person behaves in a way meant to intimidate or belittle another person, is an influential issue spreading across the virtual spaces that is online gaming communities. In this thesis we explore the possible correlations between Toxic Behaviour and game mechanics in online multi-player games by analyzing League of Legends (Riot Games, 2009), one of the most prominent online games currently dominating the market (Statista, 2014). We have analysed the game using a contemporary design framework used in the game industry accompanied by an ethnographical field study of the regular player base of League of Legends we have determined the most common reasons behind why these players tend to engage in Toxic Behaviour and if those reasons are connected to the game’s mechanics. Finally, we conceptualize plausible solutions based on our findings that hypothetically could decrease the amount of toxic player’s continuing engagement in Toxic Behaviour.
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Toykin, 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.

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La presente investigación se enfoca en los aspectos culturales que emergen en el contexto de consumo de videojuegos en Lima. Nos aproximaremos a este fenómeno en su dimensión grupal a través de percepciones y prácticas en los miembros de ambos equipos, ANG y SHOT, ambos reconocidos como los dos mejores exponentes del Perú en el videojuego mencionado. Además, consideraremos a sus managers, organizadores de competencias, y otros sujetos involucrados en el campo local de videojuegos. También, nos remitiremos a datos de observación y participación en el festival World Cyber Games 2013 - Perú, acontecido en el Centro de Convenciones María Angola, distrito de Miraflores, y en algunas cabinas de juegos emblemáticas de la ciudad. La pregunta principal que guía la investigación es: ¿Qué características tiene la identificación grupal en los equipos de jugadores Arenales Net Games y Shot e-Sports, del videojuego League of Legends? Y la pregunta específica: ¿En qué consiste la dinámica grupal interpersonal y virtual entre los miembros de estos equipos? Así, el objetivo radica en interpretar y plantear análisis sobre las variables culturales que configuran la identificación de los equipos a través de su dinámica grupal. Principales conclusiones: - Los criterios de identificación y diferenciación en los jugadores de los equipos Arenales Net Games y Shot e-Sports emergen a partir de su dinámica grupal. Que evidencian variables socioculturales como conformación grupal, juego, performance, territorialidad, micropolítica, consumo, distinción y masculinidad, durante las diferentes situaciones de juego. Las variables mencionadas son analizadas detalladamente en el desarrollo de la tesis. - Identificamos dos espacios de representación en la performance de los sujetos investigados: virtual y física. Ambos son simultáneos, sucesivos, complementarias e indisociables. El espacio virtual configura el escenario donde desarrollan la performance diegética, a partir de su transfiguración en personajes, desempeño de los roles y realización de acciones en el mundo figurado del videojuego. Mientras que en el espacio físico desarrollan su performance extradiegética, caracterizada por su actuación como jugadores, interacción grupal y empleo de aparatos tecnológicos en espacios de cabinas de juego y torneos competitivos. Así también, los sujetos investigados evidencia patrones de territorialidad en lugares físicos y deterritorialidad en entornos virtuales - El afecto entre los jugadores y la emotividad en la experiencia de juego configuran referentes preponderantes de identificación grupal. Las interacciones, virtuales y presenciales, entre jugadores son propiciadas por las diferentes actividades de juego competitivo, donde la proximidad y constancia entre sus miembros genera lazos de amistad y camaradería. Asimismo, las emociones en circunstancias de competición, tanto eufóricas como disfóricas, configuran el temperamento del equipo.
Tesis
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30

Teodor, 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.

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As live streaming of video games has become easier, electronic sports have grown quickly and they are still increasing as tournaments grow in viewers and prizes. The purpose of this paper is to examine the theory Metagame Bounds by applying it to League of Legends and Dota 2, to see if it is a valid way of looking at character balance in the Multiplayer Online Battle Arena game genre. The main mode of both games consist of matches played on a map where a team of five players is up against another team of five players. Characters in the games generally have four abilities and a number of attributes, making them complex to compare without context. We gathered character data from websites and entered the data into a file that we used with the Metagame Bounds application. We compared the graphs that the data yielded with how often a character wins and how often it is played. To examine whether the characters were balanced we also played the games and analysed the characters in depth. All statistical data gathered was retrieved over the span of a few hours on the 21st of April 2015 from the websites Champion.gg for League of Legends and Dotabuff for Dota 2. Sirlin’s (2001) definition of multiplayer game balance is “A multiplayer game is balanced if a reasonably large number of options available to the player are viable – especially, but not limited to, during high-level play by expert players.” and with the data we see that these games are balanced in terms of characters according to that definition. Overall we believe that Metagame Bounds is a valid way of looking at balance within the genre, but the data is not completely reliable on its own and should be compared with other statistics.
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Söderström, 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.

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Syftet med studien var att belysa den sociala interaktionen inom e-sport. Detta gjordes genom att granska lagbaserad e-sport utifrån Goffmans dramaturgiska interaktionsperspektiv. En kvalitativ metod i form av intervjuer tillämpades då detta skapade förutsättningar för att få djupgående svar på syftet och de forskningsfrågor som formulerats för studien. Resultatet visar att e-sport är ett sätt för människor att uppvisa sina backstage beteenden vilket gör att e-sport fungerar som ett sätt för människor att lära känna varandra. Lagsammanhanget blir viktigt inom e-sport eftersom mötet med främmande människor över internet ofta kännetecknas av ett ovänligt klimat, i synnerhet för kvinnor. Avslutningsvis kan e-sport fungera som ett verktyg för människor att utveckla personliga egenskaper även utanför spelet, men det är upp till individen att själv skapa förutsättningar för detta.
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32

Tseng, 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.

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Electronic sport or esport is a trend that involves playing competitive video games professionally. Traditional sports and esport have been compared to each other because of their similarities. Esport has grown in terms of viewership. Every year more spectators get interested and the number rises. One popular genre played in esports is MOBA. It stands for Multiplayer Online Battle Arena. Two teams face each other, and the goal is to destroy the enemy’s base with the help of their selected character, in-game mechanics and objectives. There are several focus points to highlight for the spectator. Hence, a dedicated spectator interface in the esports scene helps understand the progression of the game while watching. Developers might want to market their MOBA game into the esports scene, but it is hard to know what spectators want within the interface. This study investigates the major factors to consider when designing a spectator interface for a gaming genre; multiplayer online battle arena games (MOBA) in a competitive setting. The methods used to achieve the results were literature studies that include spectatorship, cognitive theories, and game interface theories. Analysing a popular MOBA game spectator interface and redesigned the interface of a game named League of Legends. Redesigns will go through an iterative process with the help of feedback, using questionnaires and interviews on the target group. Results discovered factors that could provide the spectator with a better viewing experience and contributed to producing a guideline for designers. The study concluded the guideline could help future work or contribute to previously established guidelines for general competitive games. However, further investigations are required to explore and validate the proposed guidelines in practice.
Elektronisk sport eller esport är en trend som handlar om att spela tävlingsinriktade videospel professionellt. Traditionella sporter och esport har ofta jämförts med varandra på grund av likheterna. Esport har vuxit enormt när det gäller tittarskap. Varje år blir fler åskådare intresserade och antalet stiger. En populär genre som spelas i esports heter MOBA. Det står för Multiplayer Online Battle Arena. Två lag möter varandra och målet är att förstöra fiendens bas med hjälp av spelmekanik och spelmål. Det finns flera fokuspunkter som ska visas för åskådaren. Därför används ett dedikerat åskådargränssnitt i esport-scenen för att hjälpa förstå spelets utveckling medan åskådaren tittar på. Utvecklare vill möjligtvis marknadsföra sitt MOBA-spel i esport-scenen, men det kan vara svårt att veta vad åskådarna vill ha inom gränssnittet. Denna studie undersöker de viktigaste faktorerna som ska beaktas när man utformar ett åskådargränssnitt för en spelgenre; flerspelarspel online (MOBA) i en tävlingsinriktad miljö. Metoderna för att uppnå resultaten var litteraturstudier som inkluderar åskådarskap, kognitiva teorier och spelgränssnittsteorier. Analys av ett populärt MOBA-spel åskådargränssnitt och redesignade gränssnittet för spelet som heter League of Legends. Det omformade gränssnittet kommer att gå igenom en iterativ process med hjälp av feedback med hjälp av frågeformulär och intervjuer på målgruppen. Resultaten upptäckte faktorer som kunde ge åskådaren en bättre
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33

Troilo, 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/.

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L'obiettivo della tesi è quello di fornire al lettore una visione composita delle principali caratteristiche del linguaggio specializzato, sviluppato e creato dagli utenti italiani, del videogioco MOBA League of Legends. Tali informazioni saranno accompagnate da un glossario contenente 112 voci, personalmente organizzato dal candidato. Verranno illustrati gli aspetti fondamentali del suddetto prodotto videoludico, dalle peculiarità tecniche alle ragioni del suo successo mondiale. Verranno inoltre descritte le principali tendenze rilevate all'interno della community di giocatori e come queste abbiano influenzato la formazione di un sottocodice settoriale. Tessendo una linea di congiunzione con le teorie concernenti i linguaggi specialistici e l'adozione di forestierismi, si porterà avanti un'analisi sociolinguistica della culla di nascita del linguaggio di League of Legends. Seguirà una descrizione dei principali casi di studio rilevati nel glossario, così come il procedimento seguito per la creazione dello stesso. Infine verranno presentati i risultati derivanti da sondaggi promossi sull'argomento mediante le piattaforme online. La ricerca andrà a documentare la conoscenza generale della terminologia videoludica di League of Legends fra videogiocatori e non, portando alla luce future possibilità di sviluppo dell'argomento.
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34

Lundberg, 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.

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The video game and esports industry has grown exponentially over the past few years.“During recent years, esports have become one of the most rapidly growing forms ofnew media driven by the growing provenance of online games and onlinebroadcasting technologies” (Hamari and Sjöblom, 2017). Sponsors have identifiedmarketing opportunities in this rapidly growing advertising medium. Brand placementin esports is gaining momentum as a means to target audiences in an indirect andengaging way. In our study we have defined embedded brand placement in the contextof video games and esports as the practice of including a brand name, signage or otherforms of trademark merchandise integrated naturally within the game and in return,visibly featured in the esport broadcast. The aim of this study was to examine howembedded brand placement performed during different spectating scenarios whichpossess different distraction levels and in-game dynamics (audio and visual). Ourstudy explores the effectiveness of embedded brand placement within esports byemploying an eye tracking methodology as well as a brand recall exercise inconnection to participant's prior involvement with the video game, League of Legendsand the respective esports scene. The practical implications from the results of thisstudy hope to assist advertisers in making a better informed decision aboutcollaborating with esport events and uncover a better perception in regards to howthey might expect their advertising messages to perform. Through our study, we havesuccessfully contributed to the foundation of research surrounding embedded brandplacements within esports through our investigation of practical factors affecting towhich extent viewers are able to consume these advertising messages. These factorsbeing prior involvement, how differing spectating scenarios, distractions and in-gamedynamics affect fixations on advertising messages and finally how the above factorscontribute to overall brand recall as well as long-term versus short-term brandrecollection.
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35

Mullee, 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.

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Laws, 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.

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37

Carter, 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/.

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In an attempt to shed light on the further sophistication of opinion leadership in online communities, this study examined the forces and structures that affect their formation in the League of Legends subreddit. By investigating what users thought about the various types of individuals with which the communicate, the researcher hoped to begin to understand and record how those forces work bother on this particular subreddit and in mass media beyond. Opinion leadership continues to be an integral force in deciding what information is consumed by a public and under what frames and agendas it is contextualized. If researchers can operationalize formal definitions for the influences and structures that occur online, they can better navigate the deep waters that are global communication on the internet.
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38

Jurčík, Jakub. "Komunita League of Legends jako součást fenoménu E-Sports." Master's thesis, 2014. http://www.nusl.cz/ntk/nusl-328763.

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The main objective of this thesis is the description and characterization of media content generated within the community around the game League of Legends inside the phenomenon of e-sports. The central issue is the definition of metagame term and anchoring its functions in different types of media content rising in the community around the game League of Legends. The output of this work is analysis of different types of media content, in which the term metagame is designed, interpreted and transmitted to the audience.
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39

Kuo, Yi-Hsuan, and 郭伊瑄. "Consumer Behavior of Online Game Purchase - league of legends." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/27673392113005724663.

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碩士
淡江大學
國際企業學系碩士班
104
With the internet is developing fast, On-line game has its an important place around the world now. According as Taiwan team won the championship of League of Legends in 2012, even more League of Legends has gained widespread popularity everywhere in Taiwan. Therefore, it also brought a lot of commercial opportunity. Take League of Legends as a study. To investigate the prices of products of Online-game point cards, the Personal Qualities - Perceived Playfulness the Demographic Variables for the Perceived Quality and the influence of the Purchase Intention / Behavior. We have collected 1004 copies of valid surveys of the study of League of Legends. Beside, we use SPSS as a Statistical Analysis tool to examine the structure and hypothesis verification of the study of League of Legends. The found result of the study showed us the higher Personal Qualities - Perceived Playfulness, the more positive influence of the Purchase Intention/Behavior. Therefore, there are obviously positive influences between the different age and the Perceived Quality.
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Wu, Chang-Ting, and 吳政庭. "Business Model Design in League of Legends Virtual Props." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/42515713999964335047.

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碩士
義守大學
工業管理學系
102
Outside along with the computer and the network universalization, lets the people in the inquiry material, transmit the immediate news, the order commodity mutually and so on is more convenient. Along with the technical product and under the network technology unceasing progress, caused the leisure the entertainment to increase a new choice. This research penetration case methodology carries on the material conformity and the statistical analysis, in view of at present popular on-line game took the business model analysis sample, this research does in view of league of legends transport business pattern connotation of for the business model analysis. In the process understood the free game and the payment game compares difficultly down to manage, how causes the consumer to purchase the hypothesized stage prop to test the entrepreneur how to push the proliferation to be new unceasingly. League of legends is unable the traditional game for the role balance to trade the destruction balanced stage prop likely, expends because of the modelling the motive is unable the traditional game to have the necessity likely. Although the market are general, the earning is not proportional actually.
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YU, 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.

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碩士
國立中正大學
企業管理系行銷管理研究所
105
Streaming has became the source of information for modern people because of its variety of themes and types of different streaming channels that create many viewers. The popularity of the mobile device allow streaming to fill the viewer's every short breaks, and streaming therefore become a great potential marketing tool. In this fast-changing era, observing and seizing market trends is the primary competency of marketers, so it is important to understand the streaming industry and further use streaming as marketing activities to make products exposed. This study explores the relationships between cognition, emotion and impulsive behavior of viewers who watch the streaming of League of Legends by cognitive emotional theory (CET). First, measure the viewer's awareness of the cognition of streaming, including streaming attraction, streaming pleasure, streaming’s communication style, streaming’s interaction and viewing numbers, and whether these cognizances are related to the mood of the viewer, and finally the impulsive behavior of the viewer’s imlusive behaviors such as browsing the store, the urge to buy and impulse buying. The results show that streaming attraction, streaming pleasure, streaming communication style, streaming interaction and viewing number will affect positive emotions, and positive emotions will lead to browsing behavior, browsing behavior will lead to the urge to buy. And negative emotions will both affect browsing behavior and the urge to buy, the urge to buy will then trigger viewer’s impules buying.
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Chen, 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.

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碩士
世新大學
社會心理學研究所(含碩專班)
104
In this age of internet, lots of people play online games as entertainment. In this study, the online game “League of Legends”, which is the most popular one among the youngsters, is taken as a research subject. This game requires10 players in a game set, five in each team, and players need to work together to win the game. In this game, interpersonal cooperation and communication play an important role in the game, but “League of Legends” become the most quarrelsome game in users recognized. This research tried to classify the language patterns of emotional expression in online game, analyzed the differences of emotional expression between online and offline, and discussed how different emotional expressions affect interpersonal relationship and psychological feeling. This research used the in-depth interview, participant observation and tribune textual analysis to collect data. The results are described as follow: (1) The language patterns of emotion expression in online game can be categorized into negative emotion expression and positive emotion expression. (2) Gamers emotion expression can be classified into three parts:”online and offline emotional expression are the same ”, “direct emotional expression online, indirect emotional expression offline”, and “suppressing emotion online, expressing emotion directly offline”. (3) There were gender difference in emotional expression, males expressed emotion directly and have harmonious relationship, females expressed emotion indirectly but their suppressing expression caused unhappy feeling. (4) How emotion expression affect psychological feeling, most of the players felt better after expressing emotion, on the other hand, few players had unpleasant feeling after they quarrel with other people. (5) There are specific reasons about “League of Legends” being a game that cause fighting among players, and also gamers have different patterns about emotion expression in different level, which is defined by how long they have played this game.
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43

Weng, 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.

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Wang, 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.

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碩士
國立高雄第一科技大學
資訊管理研究所
102
As a result of a decade of rapid growth in online games in Taiwan, players of online games turn matures and the market growth enters a stagnant stage. Online game providers who are used to focus on attracting new game players, are forced to refocus on attracting existing game players to switch to their own games. Therefore, how to attract players to stick to the games it provides, becomes a high priority issue for game providers; The aim of this study is to identify factors affecting online game players’ continuance intention. In this study, the players League as the research object, through a two-stage screening questionnaires, 283 valid questionnaires were collected, and the use of SPSS, PLS software for statistical analysis of the data showed that the majority of the research tends to support the hypothesis that both the original proposed. This study figured out: (1) Informational,Playfulness,Interactivity has an obviously positive affect to User-Attitudes ; (2) User Attitudes has an obviously positive affect to user-satisfaction; (3) Perceived Ease of use has an obviously positive affect to user-satisfaction; (4) Perceived Ease of use has no obviously positive affect to continuance intentionintention; (5) Perceived Usefulness has an obviously positive affect to user satisfaction,continuance intentionintention ;(6) user satisfaction has an obviously positive affect to continuance intentionintention.
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45

Huang, 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.

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碩士
國立雲林科技大學
休閒運動研究所
105
As the growth of the economic and the technology in Taiwan, the leisure style of Taiwanese had changed, oline-game also developed in this wave, and League of Legends (LOL) was one of the typical representative. Therefore, the purpose of the research was to explore the relationship among leisure experience, perceived value, and purchase intention of the LOL players. In a convenience sampling survey based on players’ background, 400 questionnaires were issued, and 400 valid questionnaires were returned with an effective rate of 100% for the questionnaire. The data was analyzed by using descriptive statistics, t-test, exploratory factor analysis, reliability and validity analysis, one-way ANOVA analysis, Scheffe’s method and SEM. The results of this study were as follows: (1) The main consumers were male, between 19 to 22 years old, college students, more than 1 year of game ages, most players spend 1 to 2 hours a day on game, most players spend 1 to 2 hours a day watching games, players monthly spend 100-250 new Taiwan dollars on the game. (2) Regarding the demographic variable of players showed the partially significant differences in the three variables which is including leisure experience, perceptual value, and purchase intention. (3)Leisure experience had a significant impact on perceived value. (4) Leisure experience had a significant impact on purchase intention. (5) Perceieved value had a significant impact on purchase intention. This research recommended later on resarchers could follow-up: (1) Adjust the questions of the demographic variable of this study. (2) Explore more on the special phenomenon we found. (3) Rearch this study by qualitative. (4) Research other oline-games according to the theory of this paper.
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46

Wu, 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.

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碩士
世新大學
廣播電視電影學研究所(含碩專班)
102
Now, most of the research of online games in Taiwan focus on the massively multiplayer online role-playing games, while the research of multiplayer online battle arena games don’t appear yet. The research takes one online game called “League of Legends” as an example, tries to analyze how the gamers gain the pleasure from the game. To most of the gamers, why “League of Legends” is attractive, and how to attract that many gamers perform on the platform. From the pleasure’s point of view, I come up with four questions: first, why do the college students like to play “League of Legends” and what are their motivation? Second, what kind of pleasure do they get from “League of Legends”? Are there any differences from male gamers and female gamers? Third, to those college students, what is the main cause of the pleasure from the game? Fourth, how do the gamers perform in the game and gain the pleasure from it? This research uses in-depth interviewing to interview sixteen gamers, including eight males and eight females. From the result of the interview to analyze their motivation of playing “League of Legends” and the experience of gaining pleasure, where the motivation can be divided into interpersonal (including: socialize and compete) and personal (including: fulfill the curiosity, shorten the time and self-affirmation). And according to the different origin of gaining the pleasure, the pleasure can be gained from controlling of the game, social pleasure, narrative pleasure, self-presentation pleasure, intertextual pleasure, and envy from other gamers. In this research, intertextual pleasure and envy from other gamers are the new findings. Moreover, the experience of pleasure usually shows in complex ways to strengthen the experience of pleasure of gamers, especially for controlling of the game and social pleasure.
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47

Pei-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.

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Abstract:
碩士
國立成功大學
工程管理碩士在職專班
103
In this paper, the League of Legends as the research object. To do survey with online game users to understand the impact of organizational citizenship behavior between the factors and determining factor, and to observe the behavior pattern of virtual team members by Organization Citizenship Behavior and Leader Member Exchange. The study found: 1) The higher group work patterns, the higher Sense of Community. 2) The higher group work patterns, Sense of Attachment. 3) The higher Job Characteristic more obvious, the higher Leader Member Exchange. 4) The higher Sense of Community, the higher Leader Member Exchange. 5) The higher Sense of Attachment, the higher Leader Member Exchange. 6) The higher Sense of Community, the higher Organization Citizenship Behavior. 7) When the Sense of Community and Sense of Attachment exist in Team cohesiveness, Sense of Attachment for the Organization Citizenship Behavior less obvious effects. 8) The higher Leader Member Exchange, the higher Organization Citizenship Behavior.
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48

TSAI, 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.

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Abstract:
碩士
國立中正大學
企業管理系研究所
105
Abstract For the past few years, the industry of streaming has been flourishing, that makes more normal people start entering this streaming field. For sure, the most famous company are following the trend to take advantage of popular streamer to promote or sale their product. However, the image of each streamer is different from others. Especially, the industry of streaming is particularly flourishing in Taiwan. In addition, the Taiwanese proportion of watching streaming is within the top ten grades in the world. Also, in the past, there is no study investigating the impact of game streamer image and brand image on advertising effectiveness in the streaming field. In addition one more reason why I decide to research this topic is the trend of marketing expenditure of using streamer to advertise. In order to use marketing expenditure efficiently, I finish this study. The point of this study is streamer image, brand image and advertising effectiveness. Using electric questionnaire to get sample data on streaming platform and network community platform, PTT. The research object are who often watch game streaming. Total valid questionnaires are 603 and finally analysis research data, including, reliability analysis, factor analysis, regression analysis and hierarchical regression analysis.The result shows that (1) Streamers’ image have significant impact on advertising effectiveness and brand image. (2) Brand image has significant impact on advertising effectiveness. (3)Personality traits have moderation effect between games streamer image and advertising effect. It will be better if use the right streamer with right brand. Thus, we can see that company should select a moderate streamer, then, they should get a better effect. Key word: gaming broadcaster platform, gaming broadcaster, endorse celebrity, brand image, personality traits, advertising effectiveness.
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49

Chang, 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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Abstract:
碩士
義守大學
資訊管理學系
105
The rapid growth of broadband internet makes online gaming companies quickly cumulative many member of loyal players to join the online game. Online games companies set up virtual platforms for players, and to exchange the information on the different players in the game and interactive. Players can use the game communication to enhance the emotion and solidarity with each other. This study presents a framework to explore the online game user behavior analysis. This schema includes three main dimensions: cognitive value, product attributes, and the purchase intentions. According to the analysis of the literature, cognitive value, product attributes and purchase intentions was collected. By means of the data collection and analysis through SPSS, Cognitive value, product attributes and purchase intentions were analysis to know the purchase influence. Purposive sampling approach was adopted by this study. Questionnaire was used for the “League of legends Game” targeted consumers. Totally, recycling 169 questionnaires of 185 were effectively recover (91.35%). Samples of structural analysis, basic data analysis, descriptive statistics analysis, reliability and validity, correlation and regression analysis were used to verify the assumptions in the study. According to the study, the research results showed that perceived value of online game user’s consumption behavior has a positive impact on purchase intention. When online game user perceived value is higher than the consumer will be more perceived the value of product, which brings higher consumer purchase intention. Product attributes of consumer behavior has a positive impact on purchase intent for game users. When online game user’s consumption behavior are higher degree of product attributes, the consumer purchase intention is also higher. The game company need to focus on these three impacts to the consumers. The research results provide references for marketing strategy of game industry.
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50

Caramba, Joana de Sousa. "How does co-creation occur in the gaming communities? The case of league of legends." Master's thesis, 2018. http://hdl.handle.net/10362/52166.

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Abstract:
As an emerging topic in Marketing, co-creation has been studied in the literature but there isn’t a clear definition yet. In this Work Project, we investigated how co-creation occurs using a case from the gaming community – League of Legends - as it ensured, after careful analysis, the conditions for co-creation. Important insights arose from the Work Project on how co-creation occurs in the gaming community. In particular, we show the complexity of motivations behind co-creation, from the gamers (i.e. consumers), and from the manager’s perspective.
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