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Journal articles on the topic 'League of Legends'

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1

Li, Yiming. "Research on the Operation and Communication Strategies of League of Legends IP - A Case Study on the Launch of League of Legends: Wild Rift (China Server)." Transactions on Social Science, Education and Humanities Research 11 (August 20, 2024): 399–405. http://dx.doi.org/10.62051/vgvc3t90.

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League of Legends, as a renowned and influential IP in the gaming industry for more than a decade, has consistently dominated the MOBA market. With its engaging gameplay, vast roster of unique champions, and thriving esports scene, League of Legends has garnered a loyal and dedicated player base worldwide. However, recognizing the evolving gaming landscape, Riot Games, the creator of League of Legends, ventured into the mobile gaming realm, expanding their IP beyond the PC platform. One of the notable outcomes of this expansion is League of Legends: Wild Rift, popularly known as League of Lege
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Cheng, Jiale. "Excellent Operations and Future Challenges for League of Legends and Its Events." Advances in Economics, Management and Political Sciences 92, no. 1 (2024): 159–63. http://dx.doi.org/10.54254/2754-1169/92/20231327.

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League of Legends is one of the most successful games in the world, hosting the largest and most attended events in the world and the largest number of grassroots players. Based on this, we studied why League of Legends events are so much bigger than other games, such as Honor of Kings, Counter-Strike: Global Offensive, and why its game elements and culture are so widely spread. Through the study of nearly 6 years of game videos and the intuitive feeling of the league of Legends elements in the city. We found that League of Legends events can be better and better not only due to the strong sup
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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 (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 exami
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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 (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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Muttaqin, Fuad. "PENGARUH PUSH, PULL, AND MOORING EFFECT TERHADAP SWITCHING INTENTION KONSUMEN MOBILE LEGENDS: BANG BANG PADA LEAGUE OF LEGENDS: WILD RIFT." SIBATIK JOURNAL: Jurnal Ilmiah Bidang Sosial, Ekonomi, Budaya, Teknologi, dan Pendidikan 1, no. 10 (2022): 2121–32. http://dx.doi.org/10.54443/sibatik.v1i10.311.

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Mobile legends adalah game mobile berjenis multiplayer online battle arena diterbitkan oleh Moonton, sementara League of legend adalah terbitan Riot Games. Penggunaan yang terus bertambah dan preferensi pengguna yang berbeda membuat suasana persaingan yang cukup ketat diantara developer penyedia game berjenis MOBA. Dengan banyak pilihan merek, menyebabkan konsumen (pemain) bisa dengan mudahnya berniat pindah atau bahkan berpindah merek dari suatu merek ke merek-merek yang lain. Jenis dari penelitian berikut ini merupakan penelitian kuantitif. Penelitian berikut ini menggunakan data primer yakn
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Dias, Manoel Rigel, and Andréia de Fátima Rutiquewiski. "Neologismos em League of Legends." DLCV 17 (December 17, 2021): e021003. http://dx.doi.org/10.22478/ufpb.2237-0900.2021v17.50749.

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Este artigo tem como objetivo principal identificar e analisar, morfologicamente, as formações neológicas dentro do jogo virtual League of Legends. Para isso, foi tecida uma fundamentação teórica sobre o tema de neologia (MONTEIRO, 2002; BASILIO, 2004; CAMARA JR., 1987; SANDMANN, 1992; CORREIA E ALMEIDA, 2012; entre outros) e uma metodologia para coleta e análise de dados. Os resultados constataram que a maior parte dos dados são estrangeirismos que passam a ser empréstimos, por adaptações, sobretudo, via processos de derivação sufixal e siglagem.
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Josslyn Amelie and Elda Franzia Jasjfi. "ANALISIS VISUAL SPLASH ART KARAKTER LUX PADA GAME “LEAGUE OF LEGENDS”." Jurnal Dimensi DKV: Seni Rupa dan Desain 8, no. 2 (2023): 223–38. http://dx.doi.org/10.25105/jdd.v8i2.18398.

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The Visual Analysis of Lux Character’s Splash Art on the Game of “League of Legends”. Splash art is a definition that is mostly used in most video games to show the visualization of a playable character in the game. Besides splash art having interesting illustrations, splash art often shows the character's lore to the players, so the player is interested and manifested to play the character or to use the skin on the character. The use of composition is one of the biggest factors that affect the choice to tell the character’s story within its splash art. One of the video games that have splash
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Donaldson, Scott. "Mechanics and Metagame." Games and Culture 12, no. 5 (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 “me
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Violetta, Martina, and Dianing Ratri. "Analisis Visualisasi Konflik Kelas pada Visual Worldbuilding Animasi “Arcane: League of Legends”." ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia 8, no. 04 (2023): 429–46. http://dx.doi.org/10.33633/andharupa.v8i04.6214.

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AbstrakAnimasi “Arcane: League of Legends” merupakan hasil turunan media dari dunia game “League of Legends”. Namun Worldbuilding dikemas Arcane dengan cerdik dan alami sehingga bagi penonton yang bukan pemain atau belum mengetahui game “League of Legends” masih dapat menikmati animasi tersebut tanpa harus mencari penjelasan cerita dalam game terlebih dahulu. Artikel ini bertujuan untuk mengidentifikasi apa saja komponen atau setting Worldbuilding yang terdapat pada visual animasi tersebut, dan bagaimana storytelling atau narasi terkait konflik kelas disampaikan secara visual ke dalam komponen
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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 (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 Roll
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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 (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 sexua
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Liu, Siyu. "Analysis of the Applications of Game Psychology in League of Legends." Lecture Notes in Education Psychology and Public Media 86, no. 1 (2025): 28–33. https://doi.org/10.54254/2753-7048/2025.21810.

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The League of Legends has been recognized as one of the most popular and influential games worldwide for many years. The success of the Riot team in designing and maintaining the game is both commendable and worth in-depth studying. This study examines the application of game psychology in League of Legends, highlighting how it fulfills a wide range of players psychological needs while fostering a sense of identity through its design and associated cultural products. These elements contribute to the remarkable level of engagement and its widespread appeal over time. By adopting a psychological
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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 (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 critica
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Cai, Mucun. "League of Legends: The Convergence of Transmedia Storytelling and IP Evolution." Journal of New Media and Economics 1, no. 4 (2024): 66–72. https://doi.org/10.62517/jnme.202410410.

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This paper explores the intellectual property (lP) development and narrative evolution of the videogame “League of Legends.” Since 2014, Riot Games has enriched the game’s lore by abandoning the Warfarecollege setting and introducing a more intricate Runeterra worldview. The paper examines how “League of Legends” has expanded its storytelling through transmedia narratives such as the digital card game “Legends of Runeterra” and the animated series “Arcane,” enhancing player immersion and understanding of the game’s universe. The paper also addresses challenges in narrative consistency and play
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Шинкарук, Оксана, та Іван Лут. "Зміст та структура техніко-тактичної підготовки в кіберспорті". Теорія і методика фізичного виховання і спорту, № 2 (25 серпня 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-
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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 (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.
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González Caino, Pablo Christian, Miguel Angel Eirin, and Santiago Resett. "Predicción del comportamiento tóxico en el esport League of Legends a partir de la personalidad oscu-ra, los motivos para jugar y el tilt (Prediction of toxic behavior in League of Legends esports based on dark personality, motives for playing, and tilt)." Retos 58 (July 17, 2024): 811–16. http://dx.doi.org/10.47197/retos.v58.106602.

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Los videojuegos tuvieron un desarrollo notable en la última década, entre los más populares se encuentra el League of Legends. Este estudio tuvo como objetivo determinar si el comportamiento tóxico (victimización y perpetración) y el Tilt variaban según el nivel de honor de los participantes y predecir el comportamiento Tóxico (victimización y perpetración) en el videojuego League of Legends a partir de la personalidad oscura, los motivos para jugar y el Tilt. Para este fin, se constituyó una muestra intencional de 255 jugadores amateurs argentinos de League of Legends (81% masculino) con una
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Stefanus, Ivander, and Wulan Purnama Sari. "Komunikasi Verbal dan Nonverbal dalam Game Online League of Legends." Koneksi 4, no. 2 (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 analyzi
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Kuchumidze, Y. B., and K. J. Jolchibekova. "GAME TERMINOLOGY ANALYSIS BASED ON LEAGUE OF LEGENDS 2022 WORLDS CHAMPIONSHIP FINALS." Bulletin of Dulaty University 15, no. 3 (2024): 8–14. http://dx.doi.org/10.55956/dygj8982.

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In the ever-evolving world of online gaming, the development and adoption of specialized terminology play a crucial role in enhancing communication, strategy, and understanding among players and spectators. The League of Legends World Championship, commonly known as "Worlds," stands as one of the main events in the esports calendar. This paper delves into the intricate world of game terminology, with a specific focus on the unique videogame vocabulary usedin Worlds 2022. The terminology applied during this event was explored with the aim of unravelling the multifaceted layers that make up the
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Tauran, Stefent, Flourensia Sapty Rahayu, and Elisabeth Marsella. "ANALISIS USER EXPERIENCE PADA GAME LEAGUE OF LEGENDS WILD RIFT DENGAN METODE ENHANCED COGNITIVE WALKTHROUGH." Jurnal SINTA: Sistem Informasi dan Teknologi Komputasi 1, no. 1 (2024): 11–20. http://dx.doi.org/10.61124/sinta.v1i1.5.

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League of Legends : Wild Rift merupakan game bergenre MOBA (Multiplayer Online Battle Arena) pada platform smartphone yang dikembangkan oleh perusahaan Riot Games pada bulan Oktober tahun 2020. Game ini diciptakan berdasarkan game pendahulunya yang telah muncul terlebih dahulu pada platform komputer yaitu League of Legends. Meski game League of Legends : Wild Rift telah muncul lebih dari dua tahun, namun angka pemain aktifnya tidak dapat mengalahkan game kompetitornya yaitu Mobile Legends. Selain itu, rating yang dimiliki oleh game ini pada PlayStore dan AppStore bisa terbilang rendah yakni ra
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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 (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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Bubna, Kabir, Michael G. Trotter, and Matthew Watson. "Esports Coaching: Applying a Constraints-Led Approach to Develop Team Coordination and Communication." Case Studies in Sport and Exercise Psychology 8, S1 (2024): S1–9—S1–17. http://dx.doi.org/10.1123/cssep.2023-0022.

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The current case study reports on the application of a novel coaching approach in the context of a semiprofessional League of Legends team competing in Europe. The case study aimed to develop the coordinative tendencies of the team by applying a constraints-led approach that manipulated the practice environment to promote specific goal-directed behavior. The present study outlines the objectives of League of Legends, the needs analysis, intervention development, intervention delivery, and feedback from the players in regard to the effectiveness of the intervention and their development. Finall
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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 (2018): 1224–36. http://dx.doi.org/10.1080/0144929x.2018.1492631.

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Bak, Yeorang, and Heeyoung Cho. "Esports Narrative: Focusing on the League of Legends." JOURNAL OF THE KOREA CONTENTS ASSOCIATION 24, no. 11 (2024): 275–82. https://doi.org/10.5392/jkca.2024.24.11.275.

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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 (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 gam
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Liu, Gang. "Mastering the Game: The Rise, Strategy, and Future of Riot Games." Advances in Economics and Management Research 7, no. 1 (2023): 702. http://dx.doi.org/10.56028/aemr.7.1.702.2023.

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Founded in 2006, Riot Games has become one of the most successful and innovative gaming companies in the world. The company's flagship game, League of Legends, has amassed over 100 million monthly active users and has become a cultural phenomenon. Riot Games has leveraged the popularity of League of Legends to expand into other successful games such as Valorant, Legends of Runeterra, and Teamfight Tactics. The company's competitive advantage lies in its ability to create engaging games and build communities of players. Riot Games' future success will be driven by its focus on innovation and th
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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 (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 ketik
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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 (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 cas
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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 (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 espor
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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 (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
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González-Caino, Pablo Christian, and Santiago Resett. "Predicción del trolling en esports desde los motivos de juego y la personalidad oscura en adultos." Revista Argentina de Ciencias del Comportamiento 14, no. 3 (2022): 129–38. http://dx.doi.org/10.32348/1852.4206.v14.n3.32412.

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El objetivo del presente trabajo fue predecir la conducta de trolling en los videojuegos a partir de los motivos de juegos y la personalidad oscura. La muestra fue conformada intencionalmente por 469 (87% masculino) jugadores de los Esports League of Legends (60%) y CS-GO (40%), con edad media = 21 años (DE = 2.81). Los participantes contestaron un cuestionario de trolling, un instrumento de motivos de juego y uno de personalidad oscura (maquiavelismo, psicopatía y narcisismo). Los resultados mostraron mayores niveles de la conducta de trolling en el CS-GO en comparación al League of Legends.
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Ashford, Matthew, and Laura Swettenham. "A Reflective Account of Delivering Multilevel Sport Psychology Support in Professional League of Legends." Case Studies in Sport and Exercise Psychology 8, S1 (2024): S1–1—S1–8. http://dx.doi.org/10.1123/cssep.2023-0024.

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This case study follows the journey of a trainee sport and exercise psychologist who provided sport psychology support to a top-tier professional League of Legends team across a competitive season. The purpose of this case study is to highlight some of the pertinent professional and contextual demands associated with the process of embedding a three-level (e.g., individual, team, and coach) sport psychology service at the professional level of esports. Specifically, a detailed account of the microprocesses involved in the design and delivery of the sport psychology support is offered along wit
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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 (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 superiore
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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 (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). Th
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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 (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 desktop
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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 (2017): 65–87. http://dx.doi.org/10.1080/15456870.2017.1286342.

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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 (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 resu
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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 (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
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Doo, Heon Song, Kyung Rhee Hae, and Hoon Kim Jeong. "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 (2021): 2647–52. https://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 ask how they feel about serious gender disproportion of utility support champions (all females). The resul
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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 (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 li
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Syakilah Wanda Ramatasita and Agri Chairunisa Isradjuningtias. "Analisis Perlindungan Hukum Hak Cipta Dalam Industri Game: Studi Kasus Mobile Legends dan League Of Legends." Jurnal Riset Multidisiplin Edukasi 2, no. 5 (2025): 29–48. https://doi.org/10.71282/jurmie.v2i5.258.

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This research examines the legal aspects of copyright protection within the online gaming industry. The rapid growth of the gaming sector has introduced significant intellectual property challenges, especially concerning the protection of creative elements such as character designs, music, storyline, and game mechanics. The study aims to analyse whether current copyright laws in Indonesia sufficiently protect online games and identifies juridical barriers in enforcing these rights. Using a normative juridical method, this research reviews existing regulations, literature, and judicial decision
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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 (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 lo
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Kordyaka, Bastian, Samuli Laato, Sebastian Weber, and Björn Niehaves. "Are stress and engagement in toxicity associated with sleep quality? A study with League of Legends players." Proceedings of the ACM on Human-Computer Interaction 8, CHI PLAY (2024): 1–17. http://dx.doi.org/10.1145/3677101.

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Today, millions of people worldwide play popular multiplayer online battle arena games (MOBAs) such as League of Legends. MOBAs are designed to require real-time teamwork to win games. A side effect of this is toxic behavior (an umbrella term for various negative in-game behaviors). Following Transactional Stress Theory, in this study, we consider toxicity as a coping mechanism to better deal with in-game stress that leads to anger and frustration, potentially leading to subsequent sleep problems. Therefore, we asked League of Legends players (N=212) about their experiences within the last 30
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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 (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 (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
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Shi, Leili. "The Applications of NFTs and AI in League of Legends." Highlights in Business, Economics and Management 24 (January 22, 2024): 1508–13. http://dx.doi.org/10.54097/y9b72160.

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The convergence of Non-Fungible Tokens (NFTs) and Artificial Intelligence (AI) has catalyzed a revolutionary transformation within the gaming industry. NFTs have emerged as a game-changer by endowing players with authentic ownership of in-game assets, unlocking unbridled creative potential, and nurturing player-centric economies. Simultaneously, AI has taken gaming experiences to unparalleled heights, seamlessly tailoring gameplay to individual preferences, ushering in stunning graphics realism, and providing in-depth analytical insights. However, this dynamic union is not without its challeng
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Fadhillah, Muhammad Alif, Anjania Muhammad Faiza, Afta Ikhlasul Subari, Bening Salsa Biela, and Yusuf Ibrahim. "Characters’ Enhancements in the Series Adaptation of League of Legends." CrossOver 4, no. 2 (2024): 199–210. https://doi.org/10.22515/crossover.v4i2.10908.

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Arcane is a TV series adaptation from a game named League of Legends and was categorized as the best TV series in 2021. When many TV series adaptations take novel as its source, this adaptation becomes interesting to analyse because the source text is from a game. This research aims to find out the changes applied to the characters in the series adaptation using Linda Hutcheon’s adaptation theory, in which she mentioned that character is one of aspects often changed when a work is adapted into different form. The Arcane is based on Zaun and Piltover's past, there will be so much to compare fro
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