Journal articles on the topic 'League of Legends'
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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.
Full textCheng, 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.
Full textKim, 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.
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 (2020): 322–24. http://dx.doi.org/10.1609/aiide.v16i1.7449.
Full textMuttaqin, 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.
Full textDias, 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.
Full textJosslyn 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.
Full textDonaldson, Scott. "Mechanics and Metagame." Games and Culture 12, no. 5 (2015): 426–44. http://dx.doi.org/10.1177/1555412015590063.
Full textVioletta, 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.
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 (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 (2015): 161–82. http://dx.doi.org/10.1123/ssj.2014-0054.
Full textLiu, 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.
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 (2021): 102–19. http://dx.doi.org/10.1177/1469540521993932.
Full textCai, 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.
Full textШинкарук, 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.
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 (2021): 1436–50. http://dx.doi.org/10.17977/um064v1i102021p1436-1450.
Full textGonzález 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.
Full textStefanus, 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.
Full textKuchumidze, 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.
Full textTauran, 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.
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 (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 textBubna, 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.
Full textMora-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.
Full textBak, 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.
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 (2019): 198–212. http://dx.doi.org/10.17645/mac.v7i4.2314.
Full textLiu, 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.
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 (2022): 83–94. http://dx.doi.org/10.31091/sw.v10i2.2022.
Full textSwettenham, 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.
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 (2020): 331–59. http://dx.doi.org/10.35699/1981-3171.2020.19765.
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 (2021): 35–57. http://dx.doi.org/10.5753/jis.2021.1896.
Full textGonzález-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.
Full textAshford, 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.
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 (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 (2020): 809–17. http://dx.doi.org/10.1177/1747954120932853.
Full textReitman, 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.
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 (2017): 65–87. http://dx.doi.org/10.1080/15456870.2017.1286342.
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 (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 (2021): 49–64. http://dx.doi.org/10.33736/jita.2846.2021.
Full textDoo, 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.
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 (2017): 1–21. http://dx.doi.org/10.4018/ijgcms.2017040101.
Full textSyakilah 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.
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 (2019): 83–98. http://dx.doi.org/10.48190/cumbres.v5n1a6.
Full textKordyaka, 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.
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 (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 (2019): 240–46. http://dx.doi.org/10.1177/1071181319631466.
Full textShi, 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.
Full textFadhillah, 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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