Dissertations / Theses on the topic 'League of Legends'
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Kemppainen, T. (Teijo). "Animeponiautisti ja Zyge:nimimerkit League of Legends -pelissä." Bachelor's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201602161212.
Full textTampa, Ramona. "GG, EZ - Strategic Interaction Within "League of Legends" Ranked Games : A virtual ethnography of temporary teams from the "League of Legends" community." Thesis, Stockholms universitet, JMK, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-144049.
Full textÖgren, Sam. "Auditiv kommunikation i det digitala spelet League of Legends." Thesis, Södertörns högskola, Medie- och kommunikationsvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-33483.
Full textDouglas, Cameron (Cameron David). "Luck and skill in professional League of Legends (E-sports)." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119960.
Full textCataloged 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.
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.
Full textOs 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.
Peabody, Dustin P. "Detecting Metagame Shifts in League of Legends Using Unsupervised Learning." ScholarWorks@UNO, 2018. https://scholarworks.uno.edu/td/2482.
Full textVieira, Guilherme Sousa. "Heurísticas do design em jogos digitais: o caso League of Legends." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21673.
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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
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.
Full textNASCIMENTO, JUNIOR Fernando Felix do. "Caracterização de perfis de comportamento de equipes em League of Legends." Universidade Federal de Campina Grande, 2017. http://dspace.sti.ufcg.edu.br:8080/jspui/handle/riufcg/1617.
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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.
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.
Full textHerner, William, and Edward Leiman. "How does toxicity change depending on rank in League of Legends?" Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-389338.
Full textSyftet 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.
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.
Full textJafari, Mikael, and Joel Olbe. "A Comparison of Machine Learning Algorithms for Predicting Winners of League of Legends Matches." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-302106.
Full textLeague 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.
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.
Full textSantos, Alberto da Silva. "E-sports: efeitos de auto fala no incremento de habilidades no jogo League of Legends." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21371.
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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
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.
Full textHennix, Ylva. "Ungdomars sociala lärande och kommunikation genom strategispelet League of Legends : en etnografisk studie om socialt lärande och kommunikation bland tonårskillar." Thesis, Konstfack, Institutionen för Bildpedagogik (BI), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-4785.
Full textDong, Luo. "La localización de videojuegos en China: Estudio de caso de la traducción de League of Legends." Doctoral thesis, Universitat Autònoma de Barcelona, 2018. http://hdl.handle.net/10803/666605.
Full textBarcellos, Rodrigo da Luz. "Suporte à tomada de decisão estratégica no âmbito de eSports : o caso do league of legends." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/158319.
Full textGoetomo, Filbert. "Esports in Korea: A study on League of Legends team performances on the share price of owning corporations." Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/cmc_theses/1356.
Full textSchultz, Camila Amorim. "Projetado para a transmissão: como o jogo League of Legends é construído para ser jogado e também transmitido." Pontifícia Universidade Católica do Rio Grande do Sul, 2017. http://hdl.handle.net/10923/11754.
Full textWith 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.
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.
Full textE-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.
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.
Full textSchultz, Camila Amorim. "Projetado para a transmiss?o : como o jogo League of Legends ? constru?do para ser jogado e tamb?m transmitido." Pontif?cia Universidade Cat?lica do Rio Grande do Sul, 2018. http://tede2.pucrs.br/tede2/handle/tede/7944.
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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.
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.
Full textJohan, Järleby. ""Stand with me brothers and sisters" : A quantitative content analysis of League of Legends World Championships, based on the theory of brand community." Thesis, Linköpings universitet, Avdelningen för historie-, turism- och medievetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-149784.
Full text- 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.
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.
Full textFahlström, Josefine, and Emma Matson. "Preventing Toxic Behaviour through Game Mechanics." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-227805.
Full textToykin, Minaya Francis Irineo. "Identificación y dinámicas grupales en los equipos Arenales Net Games (ANG) y Shot e-Sports (SHOT) del videojuego League of Legends, en el contexto competitivo de Lima." Bachelor's thesis, Pontificia Universidad Católica del Perú, 2017. http://tesis.pucp.edu.pe/repositorio/handle/123456789/9687.
Full textTesis
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.
Full textSöderström, Herman. "Social interaktion inom e-sport : En kvalitativ studie av social interaktion inom e-sport." Thesis, Linnéuniversitetet, Institutionen för idrottsvetenskap (ID), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96433.
Full textTseng, Te Hua. "The iterative construction process of a spectator interface for Competitive Multiplayer Online Battle Arena (MOBA) Game : What to consider when designing a spectator interface." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104097.
Full textElektronisk 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
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/.
Full textLundberg, Carl Alexandros, and Lola Smith. "Investigation of Embedded Brand Placement within Esports." Thesis, Jönköping University, JTH, Avdelningen för datateknik och informatik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-53886.
Full textMullee, Sean. "The Effects of Hype on the Free-to-Play Pricing Strategy in the Online Video Game Industry." Miami University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=miami1588196222423073.
Full textLaws, Dannielle Kaye. "Gaming in Conversation: The Impact of Video Games in Second Language Communication." University of Toledo / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1461800075.
Full textCarter, Clinton Chase. "Who is Really in Charge Here: An Exploration of the Formation and Empowerment of Opinion Leaders in a Reddit Gaming Community." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc1062848/.
Full textJurčík, Jakub. "Komunita League of Legends jako součást fenoménu E-Sports." Master's thesis, 2014. http://www.nusl.cz/ntk/nusl-328763.
Full textKuo, Yi-Hsuan, and 郭伊瑄. "Consumer Behavior of Online Game Purchase - league of legends." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/27673392113005724663.
Full text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.
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.
Full text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.
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.
Full text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.
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.
Full text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.
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.
Full textWang, Meng-Jie, and 王盟傑. "A Study on Continuance Intention of Online Games- in Case of League of Legends." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/7q52v2.
Full text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.
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.
Full text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.
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.
Full text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.
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.
Full text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.
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.
Full text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.
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.
Full text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.
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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