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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. Ortograf
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Tampa, Ramona. "GG, EZ - Strategic Interaction Within "League of Legends" Ranked Games : A virtual ethnography of temporary teams from the "League of Legends" community." Thesis, Stockholms universitet, JMK, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-144049.

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

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

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

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

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

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

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

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

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Studien undersöker vad människor uppfattar som sexualiserat bland de manliga karaktärerna i datorspelet ”League of Legends’’. Det har gjorts tidigare undersökningar kring hur de kvinnliga karaktärerna i spelet är sexualiserade och denna rapport undersöker vad som uppfattas som sexualiserat bland de manliga karaktärerna. Frågeställningarna till denna undersökning är: ● Vad är det som gör en karaktär sexualiserad? ● Skiljer sig sexualiseringen mellan karaktärerna? ● Hur ser spelande och icke-spelande på sexualiseringen av karaktärerna? Undersökningen använder sig av fokusgrupper som metod samt ä
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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
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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 c
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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
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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
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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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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-08-22T12:15:59Z No. of bitstreams: 1 Alberto da Silva Santos.pdf: 1590368 bytes, checksum: 1dba0bcd5372902a89aed38ea4eca27c (MD5)<br>Made available in DSpace on 2018-08-22T12:15:59Z (GMT). No. of bitstreams: 1 Alberto da Silva Santos.pdf: 1590368 bytes, checksum: 1dba0bcd5372902a89aed38ea4eca27c (MD5) Previous issue date: 2018-03-05<br>Conselho Nacional de Pesquisa e Desenvolvimento Científico e Tecnológico - CNPq<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>The objective of this study was to extend an
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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
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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
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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. As
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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
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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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Made available in DSpace on 2018-06-20T12:04:13Z (GMT). No. of bitstreams: 1 000488933-Texto+Completo-0.pdf: 1864621 bytes, checksum: 8e8e9a4203ea314c0f7e98377441b3f3 (MD5) Previous issue date: 2017<br>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
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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 und
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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
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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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Submitted by PPG Comunica??o Social (famecos-pg@pucrs.br) on 2018-04-03T11:10:17Z No. of bitstreams: 1 CAMILA_AMORIM_DIS.pdf: 1864621 bytes, checksum: 8e8e9a4203ea314c0f7e98377441b3f3 (MD5)<br>Approved for entry into archive by Tatiana Lopes (tatiana.lopes@pucrs.br) on 2018-04-13T14:20:07Z (GMT) No. of bitstreams: 1 CAMILA_AMORIM_DIS.pdf: 1864621 bytes, checksum: 8e8e9a4203ea314c0f7e98377441b3f3 (MD5)<br>Made available in DSpace on 2018-04-13T14:24:35Z (GMT). No. of bitstreams: 1 CAMILA_AMORIM_DIS.pdf: 1864621 bytes, checksum: 8e8e9a4203ea314c0f7e98377441b3f3 (MD5) Previous issue date:
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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 kortlitterat
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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: <ul type="disc">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
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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 wit
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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 s
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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
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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 attrib
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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 främman
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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
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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 practic
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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 a
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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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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
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Eddy, Daniel. "'You Beauty' Alex Jesaulenko An historical exploration of the migrant who became a legend." Thesis, Federation University Australia, 2019. http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/169904.

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The Austrian-born Alex Jesaulenko played football in the Victorian Football League (VFL) from 1967 to 1981. His rise to national prominence emerged during a period of great change within both Australian society and Australian rules football. This thesis, through a critical biographical approach, examines for the first time Jesaulenko’s early life, looking at his migrant experience and the role that Australian rules football played in aiding his integration into Australian society. It is not a kick-and-handball analysis of Jesaulenko’s entire football career; that has been extensively covered w
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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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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<br>淡江大學<br>國際企業學系碩士班<br>104<br>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 /
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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<br>義守大學<br>工業管理學系<br>102<br>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 lea
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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<br>國立中正大學<br>企業管理系行銷管理研究所<br>105<br>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. Th
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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<br>世新大學<br>社會心理學研究所(含碩專班)<br>104<br>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 emoti
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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<br>國立高雄第一科技大學<br>資訊管理研究所<br>102<br>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 Le
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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<br>國立雲林科技大學<br>休閒運動研究所<br>105<br>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
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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<br>世新大學<br>廣播電視電影學研究所(含碩專班)<br>102<br>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 l
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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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碩士<br>國立成功大學<br>工程管理碩士在職專班<br>103<br>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 highe
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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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碩士<br>國立中正大學<br>企業管理系研究所<br>105<br>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 investig
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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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碩士<br>義守大學<br>資訊管理學系<br>105<br>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 inten
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