Journal articles on the topic 'League of Legends'
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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.
Full textLohokare, 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.
Full textDonaldson, Scott. "Mechanics and Metagame." Games and Culture 12, no. 5 (June 4, 2015): 426–44. http://dx.doi.org/10.1177/1555412015590063.
Full textMulling, 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.
Full textKhomutova, 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.
Full textJarrett, 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.
Full textШинкарук, 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.
Full textArsy, 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.
Full textStefanus, 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.
Full textHorbiński, 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.
Full textCarriconde, 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.
Full textMora-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.
Full textMora-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.
Full textSyauqi 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.
Full textLarge, 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.
Full textReitman, 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.
Full textProm, 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.
Full textBell, 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.
Full textBorsato, 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.
Full textSwettenham, 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.
Full textCarvalho, 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.
Full textDe 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.
Full textNovak, 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.
Full textHimmelstein, 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.
Full textSong, 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.
Full textJeremiah 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.
Full textAdams, 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.
Full textEaton, 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.
Full textAYDIN, 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.
Full textRuíz, 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.
Full textKim, 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.
Full textLee, 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.
Full textMa, 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.
Full textRibeiro 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.
Full textToha, 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.
Full textEaton, 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.
Full textTan, 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.
Full textALİOĞLU, 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.
Full textKoga, 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.
Full textWon, 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.
Full textMora-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.
Full textKhomeiny, 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.
Full textEaton, 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.
Full textLemos, 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.
Full textEnverga, 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.
Full textLyou, 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.
Full textRatan, 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.
Full textZhu, 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.
Full textRuiz-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.
Full textCiszek, 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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