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Journal articles on the topic 'League of Legends'

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1

Kim, Kayoung. "From the Lingerie Girls to the Legends Gladiators: Exploring Erotic Capital and Media sexualization of the LFL’s commercials." IJASS(International Journal of Applied Sports Sciences) 33, no. 1 (June 30, 2021): 1–16. http://dx.doi.org/10.24985/ijass.2021.33.1.1.

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This study explains how women’s football strategically transfers the sports league’s image from hyper-sexualized women’s sports entertainment to the real football league. By focusing on the commercial messages from the Lingerie Football League and the Legends Football League, the author could understand the nature of the sexualized culture as the unique entertainment women’s sports league. By adopting reading sport critically (McDonald & Birrell, 1999), the purpose of this study is to understand the difference between the Lingerie and Legends Football League (LFL). This study further examined how women’s erotic capital performed in the LFL. Thus, in what follows, the author explores the extent to which the LFL strategically manages the mediated athletic bodies—in terms of adornments, types of movement, and media framing—presented to its viewership. In so doing, this analysis looks at the mediated feminine body as it is transformed, made into a site for maximum erotic capital. The findings indicate how the critical perspectives explain the LFL context and provide suggestions for further exploring a newly formed women’s professional sports league.
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2

Lohokare, Aishwarya, Aayush Shah, and Michael Zyda. "Deep Learning Bot for League of Legends." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 16, no. 1 (October 1, 2020): 322–24. http://dx.doi.org/10.1609/aiide.v16i1.7449.

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In this paper, we take the first step towards building comprehensive bots capable of playing a simplified version of League of Legends, a popular 5v5 online multiplayer game. We implement two different agents, one using Reinforcement Learning and the other via Supervised Long Short Term Memory Network. League of Legends provides a partially observable game environment with an action space much larger than games like Chess or Go. Source code and demonstrations can be found at https://github.com/csci-599-applied-ml-for-games/league-of-legends-bot.
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3

Donaldson, Scott. "Mechanics and Metagame." Games and Culture 12, no. 5 (June 4, 2015): 426–44. http://dx.doi.org/10.1177/1555412015590063.

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This article examines the significance of two types of expertise in the popular multiplayer video game League of Legends. Previous research into multiplayer games has explored a variety of expertise models, some which concern only a player’s mastery of the controls and some which take negotiation of a game’s sociocultural context into account. This article analyzes play in League of Legends through the lens of a binary model of expertise, outlining examples of the in-game and out-of-game practices used by players in their pursuit of competitive success. I argue that forms of out-of-game or “metagame” expertise are of particular importance in League of Legends and are of such depth that further research would be highly valuable.
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4

Mulling, Tobias Tessmann, and João Kosby. "Design de esporte fantasy no contexto dos eSports: projeto de uma plataforma para o jogo League of Legends." Projetica 13, no. 1 (June 29, 2022): 316. http://dx.doi.org/10.5433/2236-2207.2022v13n1p316.

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A ascensão dos eSports tem revelado o surgimento de um novo segmento, denominado Esporte Fantasy. Nesta proposição, jogos online possuem sua mecânica de pontuação atrelados a outros jogos praticados por equipes e desta forma, ao selecionar um jogador virtual, este acaba tendo conexão direta com um jogador real. Dentre os jogos de eSports, League of Legends tem se destacado internacionalmente. Considerando este cenário, este artigo apresenta o desenvolvimento da plataforma League Fantasy, um Esporte Fantasy relacionado ao jogo League of Legends, baseado na metodologia de design de jogos de Rollings e Morris (2004).
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Khomutova, Anastasiya, and Alex Channon. "‘Legends’ in ‘Lingerie’: Sexuality and Athleticism in the 2013 Legends Football League US Season." Sociology of Sport Journal 32, no. 2 (June 2015): 161–82. http://dx.doi.org/10.1123/ssj.2014-0054.

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This paper explores the representation of female athletes within the Legends Football League (LFL; formerly ‘Lingerie Football League’) in 2013. Specifically, the study seeks to understand the vision of women’s sport, and female athletes, which the LFL propagates. Drawing on a combined content and semiotic analysis of the commentary and visuals featured in 26 LFL matches broadcast online in 2013, our data suggests that the LFL presents apparently conflicting images of sexualized, but ‘powerful’ female athletes. We discuss these data relative to competing interpretive approaches to female sexuality in sports media, and join other sports media scholars in advocating audience reception research as a necessary next step to grasping this emergent sport’s significance. Cet article examine la représentation d’athlètes féminines au sein de la Legends Football League (« Ligue de football des légendes » ou LFL, anciennement la « Lingerie Football League » ou « Ligue de football en lingerie ») en 2013. L’étude cherche spécifiquement à comprendre la vision du sport féminin et des athlètes féminines que la LFL propage. En se basant sur une analyse de contenu et sémiotique des commentaires et images trouvés dans les retransmissions en ligne de 26 matchs de la LFL en 2013, les données suggèrent que la LFL présente des images apparemment contradictoires d’athlètes sexualisées mais « puissantes ». Nous discutons ces données par rapport à d’autres approches interprétatives pour étudier la sexualité féminine dans les médias sportifs. Nous nous joignons aussi à d’autres chercheurs sur les médias sportifs en prônant la recherche sur la réception de l’audience comme prochaine étape afin de mieux saisir la signification de ce sport émergent.
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Jarrett, Josh. "Gaming the gift: The affective economy of League of Legends ‘fair’ free-to-play model." Journal of Consumer Culture 21, no. 1 (February 2021): 102–19. http://dx.doi.org/10.1177/1469540521993932.

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With its release in late 2009, League of Legends (Riot Games) has influenced the game industry in several profound ways. Known for its vast popularity and its pivotal role in pioneering live streaming and electronic sports, League of Legends is also noteworthy for its model of ‘fair’ free-to-play. Described by Riot Games and many industry professionals as ‘fair’ due to its lack of any ‘pay-to-win’ content ( Graft, 2013 ; Nutt, 2014 ), this model of free-to-play has gone on to influence a paradigmatic shift towards ‘games as a service’. In this study, the model of ‘fair’ free-to-play is critically framed as a lucrative affective economy involving reciprocal gift exchanges between players and commercial games developers. Drawing on 49 qualitative Reddit responses from players who buy in-game skins, this study positions the microtransactions of League of Legends as a notable example of affective economics that is bound up in reciprocal forms of commercial exchange. Framing this hybrid model of co-creative relations alongside examples from game, fan and Internet studies, it is the critical aim of this study to frame the microtransactions of League of Legends as an instance of affective valorisation. Paralleling the affective economics of various digital platforms, it is the view of this study that microtransactions in games should be considered as part of the same political economy of the Internet.
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Шинкарук, Оксана, and Іван Лут. "Зміст та структура техніко-тактичної підготовки в кіберспорті." Теорія і методика фізичного виховання і спорту, no. 2 (August 25, 2022): 29–36. http://dx.doi.org/10.32652/tmfvs.2022.2.29-36.

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Анотація. Підготовка професійних спортсменів базується на усталених наукових дослідженнях. Кіберспортивні тренування ще не входять в поле досліджень спортивної науки в повному обсязі. Мета. Дослідити особливості техніко-тактичної підготовки спортсменів та визначити її структуру і значущість у кіберспортивній дисципліні League of Legends. Методи. Аналіз науково-методичної літератури та даних мережі Інтернет, правил змагань, відеоаналіз змагань кіберспортивної дисципліни League of Legends, анкетування гравців з жанру МОВА, методи експертної оцінки та математичної статистики. Результати. Техніко-тактична підготовленість кіберспортсмена ґрунтується на засвоєнні арсеналу різноманітних технічних прийомів та умінь ефективно застосовувати ці прийоми в поєднанні з тактичними діями залежно від змагальної ситуації під час гри. Техніку в кіберспорті визначають як сукупність групи прийомів та способів володіння об’єктом та навколишнім середовищем і штучним простором гри відповідно до дисципліни. До техніко-тактичних дій у League of Legends віднесено: кайтинг, ластхіт, пуш, фриз, деф, інвейд, поук, стилл, АОЄ, байт, бебісит, бекдор, вардинг, дайв, джук, зонінг, ліш. Техніко-тактичні дії виконуються практично в кожній сутичці з різними супротивниками. Техніка в League of Legends містить рухову техніку (біомеханічні рухи, які виконує гравець під час самої гри) та програмну техніку (налаштування програми під свій стиль гри з можливістю змінювати налаштування контролерів). При здійснені технічних дій кіберспортсмен у середньому виконує понад 600 натискань на клавішу комп’ютерної миші за хвилину, його рука переміщується по робочій поверхні; комп’ютерна миша виступає вказівником на моніторі від місця до місця. Тактика в кіберспортивній дисципліні League of Legends обумовлена мінливістю подій, що відбуваються під час матчу та під час стадії вибору персонажів перед грою. Для гри характерна наявність класів, до яких належать персонажі. Залежно від типажу персонажа гравець використовує певний стиль гри. Найпоширеніша тактична дія – кайтинг. Вона досконало відпрацьована спортсменами, виконується автоматично на великій швидкості, оскільки в грі максимальна швидкість атаки становить 2,4 АА/с. Найбільш значущою визначено тактичну дію вардинг як основний вид запобігання планам супротивників (32 бали), на другому місці – контроль міні-мапи (50 балів), на третьому – знешкодження стратегічних об’єктів (55 балів), далі – контроль хвиль міньйонів (58 балів). Для планування тактичних та стратегічних дій необхідною умовою є володіння певною кількістю персонажів. Нами виділено характеристики, що надають максимальну інформацію про персонажа: позиції; роль; здібності; руни; предмети; збірки; контрпіки. Результати опитування свідчать про надання переваги агресивному стилю гри, на другому місті два стилі – атакуючий та контратакуючий, третє місце – оборонний, четверте віддано пасивному стилю гри. Ключові слова: кіберспорт, кіберспортивна дисципліна League of Legends, техніка, тактика, структура, дії.
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8

Arsy, Alicia Salsabila Permata, Hariyanto Hariyanto, and Agnisa Maulani Wisesa. "Identifikasi Karakter Fiksi Game League of Legends K/DA dan Adaptasinya pada Desain Mode Di Majalah Elle Singapura Edisi Januari 2021." JoLLA: Journal of Language, Literature, and Arts 1, no. 10 (October 29, 2021): 1436–50. http://dx.doi.org/10.17977/um064v1i102021p1436-1450.

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Abstract: The concept of using fictional characters as fashion shows is also something new and different from previous clothing shows. The purpose of this study 1) To determine the identification of fictional characters Game League of Legends K/DA. 2) To find out the adaptation of the fictional character Game League of Legends K/DA to fashion design in the January 2021 issue of Elle Singapore fashion magazine. This research method uses a qualitative method. This study uses a descriptive study approach by collecting as much data as possible about the factors studied. Then analyze these factors. From all the visualizations of the fictional character of the League of Legends K/DA Game, it can be seen that there is a change in appearance. This is because the change in appearance is to complete the release of their latest album, 'All Out'. In changing the direction of fashion, which originally used humans for fashion shows, turned into fictional characters, it was carried out by the January 2021 issue of Singapore fashion magazine Elle and Riot Game. In a collaboration between Singaporean fashion magazine Elle and Riot Game, the aim of the collaboration is to help restore public stereotypes about antisocial, bookish, and outdated gamers.Keywords: identification; fictional characters; adaptation; fashion design Abstrak: Penggunaan karakter fiksi K/DA pada peragaan busana merupakan perkembangan teknologi baru yang berimbas pada peragaan busana. Tujuan dari penelitian ini 1) Untuk mengetahui identifikasi karakter fiksi Game League of Legends K/DA. 2) Untuk mengetahui adaptasi karakter fiksi Game League of Legends K/DA ke desain mode di majalah mode Elle Singapura edisi Januari 2021. Metode penelitian ini menggunakan metode kualitatif deskriptif dengan megumpulkan data sebanyak-banyaknya mengenai faktor-faktor yang diteliti. Kemudian menganalisis faktor-faktor tersebut. Dari semua visualisasi karakter fiksi Game League of Legends K/DA dapat diketahui adanya perubahan penampilan. Hal ini dikarenakan perubahan penampilan itu untuk melengkapi rilis album terbaru mereka yaitu ‘All Out’. Dalam perubahan arah mode yang semula menggunakan manusia untuk peraga busana, berubah menjadi karakter fiksi dilakukan oleh majalah mode Elle Singapura edisi Januari 2021 dan Riot Game. Dalam kolaborasi antara majalah mode Elle Singapura dengan Riot Game menyebutkan bahwa tujuannya dari kolaborasi tersebut untuk membantu mengembalikan stereotip masyarakat tentang gamers yang antisosial, kutu buku, dan ketinggalan jaman. Kata kunci: identifikasi; karakter fiksi; adaptasi; desain mode
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Stefanus, Ivander, and Wulan Purnama Sari. "Komunikasi Verbal dan Nonverbal dalam Game Online League of Legends." Koneksi 4, no. 2 (October 1, 2020): 331. http://dx.doi.org/10.24912/kn.v4i2.8156.

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91% of Indonesian people use mobile phones in their daily lives and 22% of people use laptops or computers in their daily lives and not infrequently they also play games from their gadgets or computers. Game is known as a mere intermezo, but with globalization game that should’ve been entertainment to drive away fatigue after daily activities has growing rapidly to become competitive with the existence of online games. In team-based online games one of the factors to achieve victory is communication because with communication players can produce synergies and a plan to win the game. In analyzing this study, author uses the theory of verbal and nonverbal communication between players in League of Legends, in order to find out the forms of verbal and nonverbal communication between players in League of Legends. The main theory in this study is the theory of verbal and nonverbal communication. This Research use a qualitative approach that is descriptive and using phenomenology method. The results of this study indicate that in League of Legends, there are verbal communication in the form of in-game chat, voice chat, and through Discord. Whereas nonverbal communication is in the form of smart ping, and emotes.Sebanyak 91% masyarakat Indonesia menggunakan handphone dalam kehidupan sehari-hari serta sebanyak 22% masyarakat menggunakan laptop atau komputer dalam kehidupan sehari-hari mereka dan tak jarang pula mereka memainkan game dari gadget atau komputer mereka. Game lebih dikenal sebagai sebuah intermezo belaka, namun seiring berkembangnya zaman game yang seharusnya menjadi hiburan untuk mengusir penat setelah aktivitas sehari-hari secara pesat telah berkembang menjadi kompetitif dengan adanya game online. Dalam game online berbasis tim salah satu faktor untuk mencapai kemenangan dalam game adalah komunikasi karena dengan adanya komunikasi maka tim dapat menghasilkan sinergi dan rencana yang matang untuk memenangkan game. Rumusan masalah dalam penelitian ini adalah bagaimana bentuk komunikasi verbal dan nonverbal di antara pemain dalam game online League of Legends dengan tujuan untuk mengetahui bentuk komunikasi verbal dan nonverbal di antara pemain dalam game online League of Legends. Teori utama dalam penelitian ini adalah teori komunikasi verbal dan nonverbal. Peneliti menggunakan pendekatan kualitatif yang bersifat deskriptif dan metode fenomenologi. Hasil dari penelitian ini menunjukan bahwa dalam game League of Legends terdapat saluran komunikasi verbal yaitu berupa in-game chat, voice chat, dan melalui Discord. Sedangkan komunikasi nonverbal berupa smart ping, dan emotes.
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Horbiński, Tymoteusz, and Krzysztof Zagata. "League of Legends – Interpretation of Spatial Situations." Abstracts of the ICA 5 (September 14, 2022): 1. http://dx.doi.org/10.5194/ica-abs-5-106-2022.

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Carriconde, Letícia de Leon, and Fabiana Poças Biondo. "LETRAMENTO DIGITAL NO JOGO LEAGUE OF LEGENDS." EntreLetras 10, no. 2 (November 17, 2019): 372–95. http://dx.doi.org/10.20873/uft.2179-3948.2019v10n2p396.

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Mora-Cantallops, Marçal, and Miguel-Ángel Sicilia. "Player-centric networks in League of Legends." Social Networks 55 (October 2018): 149–59. http://dx.doi.org/10.1016/j.socnet.2018.06.002.

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Mora-Cantallops, Marçal, and Miguel-Ángel Sicilia. "Exploring player experience in ranked League of Legends." Behaviour & Information Technology 37, no. 12 (July 8, 2018): 1224–36. http://dx.doi.org/10.1080/0144929x.2018.1492631.

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Syauqi Firdaus, Bryan, and Mahimma Romadhona. "Analisa Plagiarisme Studi Kasus Game Mobile Legends Bang Bang dan Game League Of Legends." Segara Widya : Jurnal Penelitian Seni 10, no. 2 (November 11, 2022): 83–94. http://dx.doi.org/10.31091/sw.v10i2.2022.

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Penelitian ini menganalisis plagiarisme yang dilakukan oleh pengembang dan penerbit permainan video Montoon terhadap Riot games melalui video games yang berjudul Mobile Legends Bang Bang yang digarap oleh Montoon dan League of Legends yang digarap oleh Riot Games. Hal ini berdampak pada para pelaku pengembang game video dikarenakan Montoon dapat dengan mudahnya meraup keuntungan dengan menjiplak banyak ide visual, konsep, dan desain yang digarap oleh Riot Games. Kegiatan plagiarisme dalam dunia video game menjadikan pengembang dan penerbit malas dalam berpikir dan mencari ide baru karena ketika plagiarisme sudah dinormalisasi. Para pengembang akan terus cenderung melakukan plagiarisme kepada pengembang yang lain. Selain itu jika pelaku plagiarisme mendapat perhatian lebih dari audience, pengembang aslinya juga akan kehilangan identitas yang sudah lama dibangun sebelumnya. Pada penelitian ini digunakan metode penelitian kualitatif. Dalam pengumpulan data penelitiannya, peneliti menggunakan data hasil observasi dari berbagai sumber dan melalui dokumen yang ada. Peneliti bertujuan untuk membahas berbagai plagiarism yang dilakukan oleh Montoon dari sisi desain. Dari data yang sudah terkumpul dapat diketahui bahwa Moonton melakukan tipe plagiat total dengan tingkat jumlah plagiat lebih dari 70% .
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Large, Adam M., Benoit Bediou, Sezen Cekic, Yuval Hart, Daphne Bavelier, and C. Shawn Green. "Cognitive and Behavioral Correlates of Achievement in a Complex Multi-Player Video Game." Media and Communication 7, no. 4 (December 20, 2019): 198–212. http://dx.doi.org/10.17645/mac.v7i4.2314.

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Over the past 30 years, a large body of research has accrued demonstrating that video games are capable of placing substantial demands on the human cognitive, emotional, physical, and social processing systems. Within the cognitive realm, playing games belonging to one particular genre, known as the action video game genre, has been consistently linked with demands on a host of cognitive abilities including perception, top-down attention, multitasking, and spatial cognition. More recently, a number of new game genres have emerged that, while different in many ways from “traditional” action games, nonetheless seem likely to load upon similar cognitive processes. One such example is the multiplayer online battle arena genre (MOBA), which involves a mix of action and real-time strategy characteristics. Here, a sample of over 500 players of the MOBA game League of Legends completed a large battery of cognitive tasks. Positive associations were observed between League of Legends performance (quantified by participants’ in-game match-making rating) and a number of cognitive abilities consistent with those observed in the existing action video game literature, including speed of processing and attentional abilities. Together, our results document a rich pattern of cognitive abilities associated with high levels of League of Legends performance and suggest similarities between MOBAs and action video games in terms of their cognitive demands.
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Reitman, Jason Ginsberg. "Distributed Cognition and Temporal Knowledge in League of Legends." International Journal of Gaming and Computer-Mediated Simulations 10, no. 1 (January 2018): 23–41. http://dx.doi.org/10.4018/ijgcms.2018010102.

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Elite video game competition provides a setting for studying how digitally connected teams handle massive amounts of information that no individual could manage on their own. This article discusses observations of the University of California, Irvine's scholarship League of Legends teams' practices and competitions from fall 2016 through spring 2017. The observations explore the nature of distributed cognition of time and temporal information in a high-pressure, competitive environment. The capacity and strategies of these teams to maintain high levels of coordination, while sitting at desktops for hours at a time, can provide insight into how other kinds of teams might learn to collaborate skillfully in networked settings.
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Prom, Emmanuel. "League of Legends, le triomphe planétaire d’un jeu vidéo." Revue du MAUSS 45, no. 1 (2015): 122. http://dx.doi.org/10.3917/rdm.045.0122.

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Bell, Christopher E. "Sexualization and Gamer Avatar Selection in League of Legends." Atlantic Journal of Communication 25, no. 2 (March 15, 2017): 65–87. http://dx.doi.org/10.1080/15456870.2017.1286342.

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Borsato, Matheus, Vinicius Machado de Oliveira, Marcos Roberto Brasil, Verônica Volski, and Juliano de Souza. "Da Produção Especializada à Inventividade Amadora no League of Legends." LICERE - Revista do Programa de Pós-graduação Interdisciplinar em Estudos do Lazer 23, no. 1 (March 19, 2020): 331–59. http://dx.doi.org/10.35699/1981-3171.2020.19765.

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Com a chegada da segunda modernidade ou pós-modernidade temos presenciado inúmeras mudanças na sociedade. Dentre as principais, tem se destacado o desenvolvimento tecnológico. A influência é tão grande que a tecnologia já se encontra presente em vários segmentos de nossas vidas, principalmente em atividades de lazer e entretenimento. Nessa esteira, podemos exemplificar a expansão dos jogos eletrônicos, em especial, o caso paradigmático do League of Legends que é um dos títulos mais jogados ao redor do mundo. Em linhas gerais, esse jogo, em particular, abriu a discussão para o processo de esportivização dos jogos eletrônicos, gerando questionamentos tanto no âmbito do senso comum como também no campo acadêmico-cientifico. Sabendo dessa inquietação, este estudo teve por objetivo compreender o campo do League of Legends, percorrendo pela estrutura do subcampo dos profissionais até o espaço da reprodução inventiva.
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Swettenham, Laura, and Amy Whitehead. "Working in Esports: Developing Team Cohesion." Case Studies in Sport and Exercise Psychology 6, no. 1 (January 1, 2022): 36–44. http://dx.doi.org/10.1123/cssep.2021-0023.

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The team in the current case study is a professional League of Legends team within the United Kingdom. This case study aimed to develop team cohesion through increasing players’ awareness of self and others through mutual sharing of strength profiles. As the split progressed, the case also aimed to support the players to manage uncomfortable thoughts and emotions under pressure utilizing an acceptance and commitment therapy approach. This was done through five workshops over 4 weeks with one-to-one work blended into the program to ensure an individualized approach to enhance learning. This case study will outline the context of League of Legends, the needs analysis, intervention delivery, and feedback from interviews with players and coaches. Finally, this case study will provide reflections from the trainee sport and exercise psychologist working within esports for the first time.
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Carvalho, Luiz Paulo, José Antonio Suzano, Ingrid Gonçalvez, Silas Pereira Filho, Flávia Maria Santoro, and Jonice Oliveira. "A Psychosocial Perspective about Mental Health and League of Legends in Brazil." Journal on Interactive Systems 12, no. 1 (August 2, 2021): 35–57. http://dx.doi.org/10.5753/jis.2021.1896.

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Every month, millions of users worldwide play the online digital game League of Legends, which also contains a server dedicated to the Brazilian region. Social oppression by race, skin color, sexual orientation, among others, occurs within the game and is reported constantly. In this paper, we analyzed possible indications of depressive disorder by using an online questionnaire as a basis. We used quantitative and qualitative methods, analyzing the relationship between the interactions and the social identities of the players. We define quantitative hypotheses and qualitative syntheses related to different social factors of the game through the analysis of 604 responses. League of Legends has a negative influence on the mental health of socially peripheral players, and the qualitative analysis exposes specific and widespread cases of oppression and discrimination. We present a discussion on ethics, possible collusion with oppression, and proposals for mitigation or solution.
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De Sá Cabral Melo, Jaqueline, and Nelson Kian. "Análise Ergonômica em Jogadores de E-Sport no âmbito computacional." Perspectivas Experimentais e Clínicas, Inovações Biomédicas e Educação em Saúde (PECIBES) ISSN - 2594-9888 7, no. 1 (July 1, 2021): 57–65. http://dx.doi.org/10.55028/pecibes.v7i1.13336.

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Introdução: O crescente número de jogadores dentro do âmbito eletrônico, seja de maneira lúdica ou profissional, nos leva a voltar a atenção para a saúde destes e riscos aos quais estão submetidos. Acredita-se que os e-Sports, como são chamados os esportes eletrônicos, podem oferecer riscos musculoesqueléticos aos que praticam, tendo em vista os constantes movimentos repetitivos (em especial dos punhos e mãos), posturas adotadas e a elevada carga horária em frente ao computador. Objetivo: Analisar de forma individualizada o risco de desenvolvimento de lesões, especialmente de membros superiores, em jogadores de League of Legends. Bem como verificar a postura e biomecânica, traçando, assim, um perfil ergonômico. População e métodos: Em 2020, foram coletados dados ergonômicos de cinco jogadores de League of Legends e comparados com a norma regulamentadora de ergonomia (NR17). Com isso, foram aplicados um auto questionário e os métodos RULA e MOORE GARG, para uma análise mais precisa dos riscos de lesões. Resultados: Foram verificados elevados riscos de lesões em jogadores, decorrentes da alta carga horária frente ao computador, somada ao mau posicionamento e utilização de equipamentos e mobiliários inadequados. As regiões mais prejudicadas em consequência destes fatores, foram punho-mão e a coluna vertebral. Conclusão: Faz-se necessário a propagação de conhecimentos ergonômicos voltada para jogadores de e-Sports, com intuito de orientá-los e prevenir o risco de lesões, proporcionando melhor desempenho e qualidade de vida a estes jogadores Palavras-chave: Ergonomia. E-sport. Fisioterapia no Esport. League of Legends.
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Novak, Andrew R., Kyle JM Bennett, Matthew A. Pluss, and Job Fransen. "Performance analysis in esports: modelling performance at the 2018 League of Legends World Championship." International Journal of Sports Science & Coaching 15, no. 5-6 (June 19, 2020): 809–17. http://dx.doi.org/10.1177/1747954120932853.

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Performance analysis is a well-established discipline in sports science, supported by decades of research. Comparatively, performance analysis in electronic sports (esports) is limited. Therefore, there is an opportunity to accelerate performance outcomes in esports by applying methods grounded in sports science. This study adopted a coach-centred approach to model performance at the 2018 League of Legends World Championship. Three expert coaches rated the proposed relationship between 43 variables and match outcomes in professional League of Legends competition using a Likert scale (1–10). The Likert scale was anchored with ‘no relationship’ at 1 and ‘very strong relationship’ at 10. The coaches’ median ratings were calculated for each variable. Variables with a median score ≥6 were retained for analyses. A total of 14 variables were collected from the 2018 League of Legends World Championship (n = 119) matches via video annotations and match histories. Generalized Linear Mixed Effects Models with binomial logit link function were implemented with respect to the Blue Side winning or losing the match, and individual teams were specified as random effects. Variables were screened for multicollinearity before using a step-up approach. The best model of performance included Tower Percentage (p = 0.006) and Number of Inhibitors (p = 0.029). This model achieved classification accuracy of 95.8%. While Tower Percentage and Number of Inhibitors contributed to winning or losing, further research is required to determine effective strategies to improve these variables, to understand the relevance of these variables across the complete time-series of the match, and to determine whether performance indicators remain stable across game updates.
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Himmelstein, Daniel, Yitong Liu, and Jamie L. Shapiro. "An Exploration of Mental Skills Among Competitive League of Legend Players." International Journal of Gaming and Computer-Mediated Simulations 9, no. 2 (April 2017): 1–21. http://dx.doi.org/10.4018/ijgcms.2017040101.

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ESports, also known as competitive video gaming, has seen tremendous growth over the past few years. Several studies have been conducted that examined the potential cognitive benefits of playing video games, but few have examined the psychosocial factors needed to perform at the highest level of competitive video gaming. In this study, the researchers aimed to identify specific mental obstacles players face and any mental techniques gamers already utilize by conducting a qualitative content analysis. Interviews with five high-level competitive League of Legend players were conducted to shed light on their experiences. The interviews resulted in two high order themes. Those high order themes were the following: techniques used to achieve optimal performance and obstacles encountered by competitive gamers. The data collected can be used by a wide population in both the performance psychology field and the eSports realm, more specifically, future mental skills consultants working with League of Legends players, gamers themselves, and academics who wish to serve, improve, or study those involved in an emerging performance domain.
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Song, Doo Heon, Hae Kyung Rhee, and Jeong Hoon Kim. "Gender inequality among champions and players’ reception of gender disproportion of utility support champions in league of legends." International Journal of Electrical and Computer Engineering (IJECE) 11, no. 3 (June 1, 2021): 2647. http://dx.doi.org/10.11591/ijece.v11i3.pp2647-2652.

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Designing female character in video game has been criticized as being sexually objectified and underrepresented in quantity (number of characters and their appearance rate in the game) and in quality (take only secondary role and inferior ability statistics given). In this paper, we analyze world leading multiple-user online battle arena game league of legends to see if previously criticized gender inequality of champions still stands and conduct a survey of 1,403 players of that game and asks how they feel about serious gender disproportion of utility support champions (all females). The result shows that league of legends still has serious gender disparity in performance parameters and there has been only a small change in 5-year span (2014-2019). The survey result tells us that game players also feel political incorrectness of such gender disproportion, but they accept such gender prototype because they have been taught as such as social role theory explains gender inequality issues.
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Jeremiah Anyi Wan Jr, Ahmad Alif bin Kamal, and Shapi-ee bin Abd Rahman. "Weighting the Position & Skillset of Players in League of Legends Using Analytic Hierarchy Process." Journal of IT in Asia 9, no. 1 (November 30, 2021): 49–64. http://dx.doi.org/10.33736/jita.2846.2021.

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Today, esports such as League of Legends are a popular form of competition using video games. Many researchers have conducted studies in the esports field such as player psychology, training, and physical exercise; however, those that apply quantitative techniques are still scarce. In this paper, Analytic Hierarchy Process is proposed for weighting position and skillsets of players in League of Legends. It is hypothesized by the developer that pairwise comparison can be used to derive priority scale through the judgment of experts. A questionnaire is designed to obtain pairwise comparison from players which are then used to develop the priority scale. The empirical results obtained show the weightage of position and skillset of each player. This weightage shows the priorities of certain position compared to other positions, and the priorities of skillsets needed to perform well in each position, based on their judgment. The results can be used to determine the most suitable players for each position with the right skillset quantitatively and systematically.
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Adams, Alyssa M., and Sara I. Walker. "Real-world open-ended evolution: A league of legends adventure." International Journal of Design & Nature and Ecodynamics 12, no. 4 (January 1, 2018): 458–69. http://dx.doi.org/10.2495/dne-v12-n4-458-469.

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Eaton, Joshua A., and David J. Mendonça. "Testing an Integrated Team Effectiveness Framework in League of Legends." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (November 2019): 240–46. http://dx.doi.org/10.1177/1071181319631466.

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Objective: This paper investigates factors impacting team performance in the Multi-player Online Battle Arena gaming environment, League of Legends™, by testing an integrated Input Mediator-Outcome team effectiveness framework. Background: Secondary data and Naturally Occurring Data Sets (NODS) are data that have been collected from respondents without research interests in mind and can occur naturally in the environment. There are numerous sources of secondary data, including government data, financial databases, industry association groups, and Application Programming Interfaces, which this research utilizes to study the performance of teams. Methods: Path Analysis and Partial Least Squares Discriminant Analysis (PLS-DA) are analytical methods that are well suited for large data sets and sample sizes, confirmatory in nature, and can test a theoretical model. This research utilizes both in order to study factors impacting team performance. Results: A total of 5,927 matches from 742 teams are sampled and analyzed. Six team performance measures are used to discriminate between winning and losing teams, including role familiarity, team familiarity, team effectiveness, team efficiency, and the Kills, Deaths, Assist (KDA) ratio. Using path analysis and supervised PLS-DA, the models led to the successful prediction of 89.4% of the matches. The error rate for the PLS-DA model is 0.106 (Q2 = 0.523; R2 = 0.551). Conclusions: This work shows how objective, detailed data on teamwork may be used to provide insights into questions of the performance of teams. Additionally, the results demonstrate the value of using path analysis and PLS-DA to test an integrated framework. Application: This research highlights the value and feasibility of studying virtual teams for new insights into team performance.
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AYDIN, Yusuf, and Muazzez ŞAŞMAZ ATAÇOCUĞU. "Transfer, Contract and Work Relations in Esports: A Qualitative Research on the Game League of Legends." Journal of Physical Education and Sports Studies 14, no. 1 (April 15, 2022): 13–30. http://dx.doi.org/10.55929/besad.1025852.

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The aim of this study was to reveal the transfer processes, contracts and labor capital, relations, and working conditions of esports players within the electronic sports sector in Turkey. The findings obtained, it was aimed to identify the deficiencies in the esports industry and contribute to this field. Our study was designed according to the qualitative method and the semi-structured interview technique was used. Interviews were held online via Discord and Whatsapp in February 2021 and August 2021. The sample group of the study consisted of 13 participants who have retired or continue to wear uniforms in esports clubs. As a result of the findings obtained; there was no intermediary in the transfer process, the transfer process varied depending on the career of the player, esports players did not have information about social security, career times were shorter than in traditional sports, esports players were worried about the future, working hours were flexible, and there were some disputes between the esports players and esports teams. The results have been determined, such as the tendency of esports players to seek their rights on social media.
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Ruíz, Kevin, Laddy Quezada Tello, and Gabriel Iñiguez Parra. "Comunidades virtuales (fandoms) de videojuegos y su interacción: League of Legends Ecuador." Cumbres 5, no. 1 (November 27, 2019): 83–98. http://dx.doi.org/10.48190/cumbres.v5n1a6.

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Actualmente en la sociedad se observan transformaciones dentro de los procesos sociales como consecuencia de la influencia de las nuevas tecnologías en los modos de vida modos de vida de las diversas generaciones, provocando que estos se adapten a plataformas digitales atemporales, donde no existe las distancias ni horarios que los separen de sus similares conectados a la red desde otros puntos del mundo. Esto a su vez genera nuevas formas de ocio en los millenials, los que día a día usan los videojuegos y en algunos casos los convertirse en gamers profesionales reconocidos, como el caso de los participantes de League of Legends. En esta investigación se caracteriza el perfil de los jugadores pertenecientes a la comunidad de League of Legends Ecuador desde la entrevista a expertos; así mismo desde un estudio de etnografía virtual se trata de identificar los canales de comunicación 2.0 que estos utilizan para su interacción mientras se clasifican los contenidos transmedia producidos desde la marca dueña del videojuego hacia fans y los generados desde los gamers para sus semejantes.
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Kim, Eun Joung, and Jung Yoon Kim. "Transmedia Storytelling through Digital Game IP in the League of Legends." Journal of Next-generation Convergence Information Services Technology 11, no. 2 (April 30, 2022): 149–62. http://dx.doi.org/10.29056/jncist.2022.04.04.

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Lee, Ji-Young, Jae-Woong An, and Sang-Woo Lee. "Factors Affecting eSports Audience Satisfaction - The case of League of Legends." Journal of Korea Game Society 14, no. 3 (June 20, 2014): 35–46. http://dx.doi.org/10.7583/jkgs.2014.14.3.35.

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Ma, Renkai, Xinning Gui, and Yubo Kou. "Esports Governance: An Analysis of Rule Enforcement in League of Legends." Proceedings of the ACM on Human-Computer Interaction 6, CSCW2 (November 7, 2022): 1–28. http://dx.doi.org/10.1145/3555541.

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Esports, like traditional sports, face governance challenges such as foul play and match fixing. The esports industry has seen various attempts at governance structure but is yet to form a consensus. In this study, we explore esports governance in League of Legends (LoL), a major esports title. Through a two-stage, mixed-methods analysis of rule enforcement that Riot Games, LoL's developer and publisher, has performed against esports participants such as professional players and teams, we qualitatively describe rule breaking behaviors and penalties in LoL esports, and quantitatively measure how contextual factors such as time, perpetrator identity, and region might influence governance outcomes. These findings about rule enforcement allow us to characterize the esports governance of LoL as top-down and paternalistic, and to reflect upon professional players' work and professionalization in the esports context. We conclude by discussing translatable implications for esports governance practice and research.
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Ribeiro Rocha Dias, Ícaro, Grasiele Carmo da Silva, Luiz Gustavo Vieira Cardoso, Vivian Francielle França, Laís Ferraz Brito Sousa, and Leonardo Silva Rocha. "PERFIL ANTROPOMÉTRICO E DE CONSUMO ALIMENTAR DE JOGADORES VIRTUAIS LEAGUE OF LEGENDS (JOGOS ELETRÔNICOS)." Acta Elit Salutis 4, no. 1 (June 9, 2021): 1–12. http://dx.doi.org/10.48075/aes.v4i1.27198.

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O League of Legends é um jogo eletrônico que exige várias horas diárias de treinamento em frente ao computador levando seus praticantes a um estilo de vida sedentária. Hábitos de vida sedentários associados a uma má alimentação gera uma predisposição maior ao sobrepeso. O presente estudo tem como objetivo avaliar o perfil antropométrico e consumo alimentar de atletas de League of Legends. Trata se de um estudo transversal realizado com jogadores da cidade de Vitória da Conquista-BA. Os participantes foram submetidos a avaliação antropométrica e do consumo alimentar. Para avaliação antropométrica foram mensurados peso, altura, circunferências e dobras cutâneas. Para determinar ingestão calórica, de macronutrientes e micronutrientes, foram utilizados questionário de frequência alimentar e registro alimentar. Foi observado que os jogadores apresentavam sobrepeso segundo IMC (25,3 ± 6.04 kg/m²) e percentual de gordura corporal bastante heterogêneos (17,6 ± 0,72 %), classificado como “abaixo da média”. Em relação ao padrão de ingestão alimentar, os grupos alimentares dos tubérculos, frutas, castanhas e amêndoas apresentaram menores taxas de consumo diário; o registro alimentar identificou inadequações nos três macronutrientes, assim como nos micronutrientes magnésios, sódio e vitamina B3. O presente estudo identificou desbalanço tanto no perfil antropométrico quanto no perfil nutricional dos jogadores.
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Toha, Irfan Fauzi, and Yully Ambarsih Ekawardhani. "Sensuality Representation on Ahri’s KDA Popstar Skin." ARTic 3, no. 2 (June 30, 2021): 295–306. http://dx.doi.org/10.34010/artic.v3i2.4785.

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This study dissected the costume contained in skin KDA Popstar on Ahri’s Champion in League of Legends game to find represenation of sensuality that adapted imagery from girlband Kpop. League of Legends is a game that offers player an arena to fight, survive and win the game. This studies on skin KDA Popstar of champion Ahri, which adapted from Korean girlband, the visual that can intrigue emotion, desire and addiction from players. The study is a qualitative research by describing skin KDA Popstar weared by champion Ahri then dissect the skin character based on costume matrix, analysis on similarity or relations among theories as well as element that formed perception, and interpretation to the skin KDA Popstar on champion Ahri. lastly design theory about visual culture to understand the general conception of skin character as a visual product. The analysis shows that Ahri’s skin KDA Popstar contains sensual concept in it’s each elements that adapted from Korean girlband image. The costume is focused on featuring her charm and sexiness. Ahri’s skin KDA Popstar represent sensuality evidenced by the form and visualisation of it’s costume.
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Eaton, Joshua A., Matthew-Donald D. Sangster, Molly Renaud, David J. Mendonca, and Wayne D. Gray. "Carrying the Team: The Importance of One Player’s Survival for Team Success in League of Legends." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 61, no. 1 (September 2017): 272–76. http://dx.doi.org/10.1177/1541931213601550.

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Objective: This research investigates the effect of “critical” team members and team familiarity on team performance in the Multi-player Online Battle Arena gaming environment, League of Legends™. Background: A critical team member is any member of a team whose presence (or absence) can have a dramatic impact on the team’s ability to reach their objective, while team familiarity can be viewed as the knowledge team members have about one another and the knowledge team members have about the tasks that must be accomplished. Methods: Data visualization techniques and logistic regression is used to explore team data collected from publicly accessible sources for the online game League of Legends, which is one of the most popular games in the world. Results: The proportion of time a team’s “Carry” is incapacitated (the “critical” team member) during a given match has a direct impact on how the team performs. Conclusions: The results show that critical team positions exist on teams, and can have a significant effect on achieving the team’s goals. In addition, there is a need for the development of tools, techniques and measures to bring “Big Data” to bear in the study of teamwork. Application: This research illustrates the feasibility of exploring online gaming data for new insights into team performance.
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Tan, Evelyn T. S., Katja Rogers, Lennart E. Nacke, Anders Drachen, and Alex Wade. "Communication Sequences Indicate Team Cohesion: A Mixed-Methods Study of Ad Hoc League of Legends Teams." Proceedings of the ACM on Human-Computer Interaction 6, CHI PLAY (October 25, 2022): 1–27. http://dx.doi.org/10.1145/3549488.

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Team cohesion is a widely known predictor of performance and collaborative satisfaction. However, how it develops and can be assessed, especially in fast-paced ad hoc dynamic teams, remains unclear. An unobtrusive and objective behavioural measure of cohesion would help identify determinants of cohesion in these teams. We investigated team communication as a potential measure in a mixed-methods study with 48 teams (n=135) in the digital game League of Legends. We first established that cohesion shows similar performance and satisfaction in League of Legends. teams as in non-game teams and confirmed a positive relationship between communication word frequency and cohesion. Further, we conducted an in-depth exploratory qualitative analysis of the communication sequences in a high-cohesion and a low-cohesion team. High cohesion is associated with sequences of apology->encouragement, suggestion->agree/acknowledge, answer->answer, and answer->question, while low-cohesion is associated with sequences of opinion/analysis->opinion/analysis, disagree->disagree, command->disagree, and frustration->frustration. Our findings also show that cohesion is important to team satisfaction independently of the match outcomes. We highlight that communication sequences are more useful than frequencies to determine team cohesion via player interactions.
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ALİOĞLU, Murat, and And ALGÜL. "TÜRKİYE’DE DİJİTAL OYUN DURUMU: E-SPOR OYUNCULARININ DEĞERLENDİRMELERİYLE LEAGUE OF LEGENDS ÖRNEĞİ." İstanbul Aydın Üniversitesi Sosyal Bilimler Dergisi 13, no. 1 (January 1, 2021): 121–54. http://dx.doi.org/10.17932/iau.iausbd.2021.021/iausbd_v13i1005.

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Koga, Daniela Yumi, and Carolina Laurenti. "League of Legends e o ciclo vicioso do jogar no ambiente virtual." Revista de Psicologia 11, no. 1 (January 1, 2020): 59–69. http://dx.doi.org/10.36517/revpsiufc.11.1.2020.6.

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Esta pesquisa empírico-exploratória teve o objetivo de investigar a “dependência de jogos” de uma perspectiva analítico-comportamental. As informações foram obtidas por meio de entrevistas semiestruturadas com três voluntários do sexo masculino, maiores de dezoito anos, e que jogavam por dia, em média, pelo menos quatro horas ininterruptas o jogo League of Legends. A análise funcional mostrou que a alta frequência diária com que os participantes jogam, e os efeitos prejudiciais a ela associados, pode ser esclarecida pela inter-relação entre contingências de reforçamento positivo e negativo, que se dá na forma de um ciclo vicioso: quanto mais os participantes jogam mais reforçadores naturais e arbitrários produzem no contexto virtual e mais eventos aversivos sociais produzem no ambiente não-virtual, o que acaba fortalecendo o próprio jogar como esquiva do ambiente não-virtual. Com efeito, a “dependência de jogos” pode prescindir de explicações psicopatológicas, que recorrem a causas internas como ímpeto ou impulso.
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Won, Ho-Hyeuk, Bon-Hyeok Gu, and Hyoung-Youb Kim. "Copying Theory in Translating Games : Based on the Game "League of Legends"." Journal of Korea Game Society 18, no. 1 (February 28, 2018): 135–48. http://dx.doi.org/10.7583/jkgs.2018.18.1.135.

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Mora-Cantallops, Marçal, and Miguel-Ángel Sicilia. "Team efficiency and network structure: The case of professional League of Legends." Social Networks 58 (July 2019): 105–15. http://dx.doi.org/10.1016/j.socnet.2019.03.004.

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Khomeiny, Akrom Tegar, and Aji Prasetya Wibawa. "DOTA 2, League of Legends, dan Paladins: Popularitas Game MOBA di Indonesia." Buletin Sistem Informasi dan Teknologi Islam 1, no. 3 (August 31, 2020): 139–44. http://dx.doi.org/10.33096/busiti.v1i3.838.

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Perkembangan dunia game sangatlah pesat. Game bahkan sudah menjadi bagian yang tidak terpisahkan dari kebudayaan dan melahirkan banyak kompetisi. Berbagai genre game semakin banyak dikembangkan. Genre Multiplayer online battle arena (MOBA) menjadi salah satu genre yang paling digemari, hal ini tak luput dari sistem informasi yang diberikan oleh pengembang terhadap pemain. DotA 2, League of Legends, dan Paladins adalah tiga dari sekian banyaknya game MOBA yang diminati oleh pemain Indonesia. Pada penelitian ini dilakukan analisis berdasarkan kenyamanan pemain yang didapatkan dari hasil analisis user interface dengan menggunakan 6 aspek pada prinsip Usability, yaitu: Visual clarity, Consistency, Informative feedback, Explicitness, Appropriate functionality, dan flexibilty and control. Hasil penelitian bisa digunakan sebagai acuan untuk mengetahui game mana yang paling populer dan agar pengembang selanjutnya dapat mengembangkan game yang lebih baik. Hasil dari penelitian ini menunjukkan bahwa DotA 2 mendapatkan skor yang paling tinggi dan merupakan game MOBA yang paling populer di Indonesia.
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Eaton, Joshua A., David J. Mendonça, and Matthew-Donald D. Sangster. "Attack, Damage and Carry: Role Familiarity and Team Performance in League of Legends." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (September 2018): 130–34. http://dx.doi.org/10.1177/1541931218621030.

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Objective: This research studies the impact of role familiarity on team performance by examining performance of the “Carry” role in the Multi-player Online Battle Arena gaming environment, League of Legends™. Background: Roles are typically defined as stable patterns of expectations, relationships, and behaviors. As social constructs, roles therefore include notions of status, relationships with additional social actors, and of defined sets of behaviors tied to the assigned role. We hypothesize that the importance of role familiarity in teams is mediated by the nature and extent of team members’ experience working together in defined roles. Methods: The data set used for this study is from League of Legends’ Application Program Interface and consists of ranked match play from 2011–2016. Results: ANOVA and visualization techniques are used to explore match-level data in order to address the proposed research questions. The proportion of time the same team member is assigned to the “Carry” role (role familiarity) has a direct and positive impact on team performance. Conclusions: This study shows how objective, detailed data on teamwork may be used to provide insights into questions of the composition and performance of teams. Additionally, the results illustrate the importance of role familiarity in the performance of teams. Application: This research highlights the value and feasibility of studying virtual teams for new insights into team performance.
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Lemos, Ariane Barbosa, and Rafael Granato e Silva. "Jogos eletrônicos e narrativa transmídia." Paradoxos 7, no. 1 (September 6, 2022): 24–42. http://dx.doi.org/10.14393/par-v7n1-2022-65410.

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Esta pesquisa contextualiza a história dos jogos eletrônicos, evidenciando-os como um tipo de mídia dotada dos aspectos de ficção e narrativa. A reflexão teórica parte de conceitos contemporâneos como os de cultura da convergência, narrativa transmídia e game music para descrever e analisar estratégias de comunicação digital aplicadas em divulgações do setor. Apresenta um estudo de caso, delimitando como objeto o jogo League of Legends e como unidade de análise do EP ALL OUT, lançado em dezembro de 2020 pelo grupo virtual K/DA, formado por personagens fictícios e computadorizados. Os dados do estudo consideram as respostas obtidas pelo questionário aplicado entre os membros do grupo League of Divas, no Facebook. A análise demonstra a ampliação do engajamento do público em função das estratégias de comunicação digital aplicadas no lançamento de ALL OUT.
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Enverga, Manuel R. "Summoners’ Rift: Transmedia intertextuality in League of Legends esports fan discourse." Journal of Fandom Studies 9, no. 2 (June 1, 2021): 123–42. http://dx.doi.org/10.1386/jfs_00037_1.

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This article examines fan articulations in response to a Facebook post announcing the results of the final match between G2 Esports and Fun Plus Phoenix (FPX) during the 2019 League of Legends World Championships. Five themes emerged after analysing the data, which are: (1) expressions of congratulations to FPX, the team that won the championship; (2) references to SK Telecom T1, a Korean team that has won the most titles in LoL World Championship history; (3) negative articulations towards G2, implying that they are a bad team; (4) statements discussing tactics and gameplay during the match; and (5) articulations that G2 deserved to lose because of their trash talking against their competitors on social media. This article argues that LoL fans’ comments drew on players’ knowledge of the game, and the fandom’s mediascape, thereby demonstrating the dynamics of transmedia intertextuality within their community. Fan articulations on G2’s poor performance, as well as the tactics and gameplay used by both teams during the finals, were informed by players’ knowledge of how to succeed in LoL. On the contrary, comments that articulated that G2 deserved to lose indicated fans’ familiarity with the Twitter trash talk that took place prior to the final matches. In this case study, LoL fans’ comments exemplify transmedia, with statements about the 2019 World Championship Finals drawing on knowledge from other media.
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46

Lyou, Chul-Gyun, and Miri Park. "Study of User Generated Rules on Online game - focused on League of Legends -." Journal of Korea Game Society 15, no. 1 (February 20, 2015): 35–44. http://dx.doi.org/10.7583/jkgs.2015.15.1.35.

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47

Ratan, R. A., N. Taylor, J. Hogan, T. Kennedy, and D. Williams. "Stand by Your Man: An Examination of Gender Disparity in League of Legends." Games and Culture 10, no. 5 (January 19, 2015): 438–62. http://dx.doi.org/10.1177/1555412014567228.

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48

Zhu, Bang-guo, and Jong-moo Kim. "The Influence of Viewing Motivation on Viewing Satisfaction and Consumption Behavior for e-Sports Audience - Focused on League of Legends Chinese Audience -." Journal of Communication Design 67 (April 30, 2019): 75–86. http://dx.doi.org/10.25111/jcd.2019.67.06.

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49

Ruiz-Estramil, Ivana Belén. "Identidad Gamer. Videojuegos y construcción de sentido en la sociedad contemporánea. D. Muriel. Barcelona: Anaitgames, 2018." Revista Española de Sociología 28, no. 3 (September 1, 2019): 577–79. http://dx.doi.org/10.22325/fes/res.2019.23.

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Ante la propuesta de reseñar este libro, quien suscribe estas líneas no pudo más que pensar en la palabra “reto”. “Gamer” era una palabra que había oído, pero que sin duda era muy lejana para una “analfabeta videolúdica” que abría tímidamente la carátula del libro, para adentrarse en páginas que poco a poco demostraban la capacidad del autor, de hacer un libro para un público familiarizado con nombres como Call of Duty, Grand Theft Auto o League of Legends, pero también para quien no ha ido más allá del “buscaminas”.
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Ciszek, Przemysław. "Polsat Games – the new approach to a speciality channel." Media Biznes Kultura, no. 2 (9) (2020): 193–205. http://dx.doi.org/10.4467/25442554.mbk.20.025.13189.

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Video games have been broadcasted on television for several decades, but gaming programs reached their peak at the turn of the 20th and 21st centuries. Their popularity dropped significantly when access to the Internet became popular. Game fans thus gained access to information and film material from video games. Polsat Games is another TV channel in Polsat’s rich offer. It deals with the subject of video games with a strong emphasis on e-sport. In addition to broadcasts about games, documentaries and quasi-documentaries as well as anime series are broadcast on it. The channel has launched its own esports league where players play League of Legends. The channel’s viewers are mostly young men, but its viewership results are not impressive. Internet channels on YouTube and Twitch which Polsat Games provides are more popular than the traditional TV channel, transmitting games live and publishing episodes of gaming shows.
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