Browse Items (41 total)

Maymin, P. Z. (2020). Smart Kills and Worthless Deaths: eSports Analytics for League of Legends. Journal of Quantitative Analysis in Sports, published online before print

Matuszewski, P., Dobrowolski, P., & Zawadzki, B. (2020). The Association Between Personality Traits and eSports Performance. Frontiers in Psychology, 11, 1-5.

Skubida, D. (2016). Can Some Computer Games Be a Sport?: Issues with Legitimization of eSport as a Sporting Activity. International Journal of Gaming and Computer-Mediated Simulations, 8(4), 38-52.

Mora-Cantallops, M., & Sicilia, M. A. (2018). Exploring Player Experience in Ranked League of Legends. Behavior and Information Technology, 37(12), 1224–1236.

Mora-Cantallops, M., & Sicilia, M. Á. (2018). Player-centric Networks in League of Legends. Social Networks, 55, 149-159.

Mora-Cantallops, M., & Sicilia, M. Á. (2018). MOBA Games: A Literature Review. Entertainment Computing.

Mora-Cantallops, M., & Sicilia, M. Á. (2018). Team Efficiency and Network Structure: The Case of Professional League of Legends. Social Networks, 58, 105-115.

Matsui, A., Sapienza, A., & Ferrera, E. (2020). Does Streaming Esports Affect Players’ Behavior and Performance. Games and Culture, 15(1), 9-31.

Macheda, N. (2015). Échec, frustration et induction d’émotions complexes dans les jeux en ligne multijoueur. Le cas de League of Legends. Master's Thesis. Université de Lorraine.

Kou, Y. & Nardi, B. (2014). Governance in League of Legends: A Hybrid System. Foundations of Digital Games

Kou, Y., & Nardi, B. (2013). Regulating Anti-social behavior on the Internet: The Example of League of Legends. iConference 2013.

Kou, Y., & Gui, X. (2014). Playing with Strangers: Understanding Temporary Teams in League of Legends. In Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (pp. 161-169). ACM

Kordyaka, B., Klesel, M., & Jahn, K. (2019). Perpetrators in League of Legends: Scale Development and Validation of Toxic Behavior. In Proceedings of the 52nd Hawaii International Conference on System Sciences (HICSS-52). Maui, HI.

Kordyaka, B., & Hribersek, S. (2019). Crafting Identity in League of Legends – Purchases as a Tool to Achieve Desired Impressions. In Proceedings of the 52nd Hawaii International Conference on System Sciences (HICSS-52). Maui, HI.

Kirkegaard, E. O. W. (2018). Is National Mental Sport Ability a Sign of Intelligence? An Analysis of the Top Players of 12 Mental Sports. PsyArxiv.

Kim, Y. J., Engel, D. Wooley, A. W., Lin, J. Y. T., McArthur, N., & Malone, T. W. (2017). What Makes a Strong Team?: Using Collective Intelligence to Predict Team Performance in League of Legends. CSCW, 2316-2329.

Wang, H., Yang, H.-T., & Sun, C.-T. (2015). Thinking Style and Team Competition Game Performance and Enjoyment. IEEE Transactions on Computational Intelligence and AI in Games, 7(3), 243-254.

Rosell, M. (2017). eSport Gaming: the Rise of a New Sports Practice. Sport Ethics Philosophy, 11(4), 464–476.

Rollandin, M. (2016). Des compétitions sportives au développement de l’eSport: du football à League of Legends.

Ratan, A. R., Taylor, N., Hogan, J., Hogan, T. M. L., & Williams, D. (2015). Stand by Your Man: An Examination of Gender Disparity in League of Legends. Games and Culture, 10(5), 438–462.

Trent, L. D., & Shafer, D. M. (2020). Extending Disposition Theory of Sports Spectatorship to ESports. International Journal of Communication, 14, 1049-1069.

Trancoso Jiminéz, J. (2016). E-Sports evolución y tratamiento en los medios. El caso League of Legends. Université de Séville.

Taylor, N., & Hammond, R. (2018). Outside the Lanes: Supporting a Non-normative League of Legends Community. In T. Harper, M. Blythe-Adams & N. Taylor (Eds.), Queer Studies/Game Studies: Playing Out Binaries. New York: Palgrave-Macmillan.

Pereira, R., Wilwert, M. L., & Takase, E. (2016). Contributions of Sport Psychology to the Competitive Gaming: An Experience Report with a Professional Team of League of Legends. International Journal of Applied Psychology, 6(2), 27-30.

Llorens, M. (2017). eSport Gaming: The Rise of a New Sports Practice. Sports, Ethics and Philosophy, 11(4), 464–476.

Lee, S., An, J., & Lee, J. (2014). The Relationship between E-Sports Viewing Motives and Satisfaction: The Case of League of Legends. In J. Strouhal (Ed.), Proceedings of International Conference on Business, Management & Corporate Social…

Lee, J.-Y., An, J.-W., & Lee, S.-W. (2014). Factors Affecting eSports Audience Satisfaction – The Case of League of Legends. Journal of Korea Game Society, 14(3), 35–46.

Howard, M. (2018). Esport: Professional League of Legends as Cultural History. Master’s thesis. University of Houston, Houston, TX.

Hinnant, N. (2013). Practicing Work, Perfecting Play: League of Legends and the Sentimental Education of e-Sports. Master’s thesis. Georgia State University, Atlanta, GA.

Himmelstein, D., Liu, Y., & Shapiro, J. L. (2017). An Exploration of Mental Skills Among Competitive League of Legend Players. International Journal of Gaming and Computer-Mediated Simulations, 9(2), 1–21.

Cornière, C. (2018). Étude exploratoire de l’activité décisionnelle individuelle et collective d’une équipe experte de League of Legends en séquence de regroupement. Master Thesis. Université de Bretagne.

Canossa, A., Witkowski, E., & Ozkaynak, D. (2015). Over-Lenient and Over-Aggressive Behaviors: Gender Play in League of Legends. Working Paper

Garcia-Lanzo, S., & Chamarro, A. (2018). Basic Psychological Needs, Passion and Motivations in Amateur and Semi-professional eSports Players. Aloma, 36(2), 59-68.

Gao, G., Min, A. & Shih, P. C. (2017). Gendered Design Bias: Gender Differences of In-game Character Choice and Playing Style in League of Legends. In Proceedings of the 29th Australian Conference on Computer-Human Interaction (pp. 307-317), ACM.

Donaldson, S. (2016). Metagaming and Subversive Play in League of Legends. Proceedings of the First International Joint Conference of DiGRA and FDG Dundee, Scotland: Digital Games Research Association and Society for the Advancement of the Science of…

Donaldson, S. (2017). Mechanics and Metagame: Exploring Binary Expertise in League of Legends. Games and Culture, 12(5), 426-444.

Demediuk, S., Murrin, A. Bulger, D., Hitchens, M., Drachen, A., Raffe, W. L., & Tamassia, M. (2018). Player Retention in League of Legends: a Study Using Survival Analysis. In Proceedings of the Australasian Computer Science Week Multiconference (p.…

Davidovici-Nora, M. (2017). e-Sport as Leverage for Growth Strategy: The Example of League of Legends. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 9(2), 33-46.

Berard, A., & Daigremont, C. (2016). Analyse des dynamiques organisationnelles à travers LoL. Master Thesis. EM Lyon.

Al Dafai, S. (2016). Conventions within eSports: Exploring Similarities in Design. Proceedings of 1st International Joint Conference of DiGRA and FDG.

Agha, B. (2015). League of Legends: Players and Esports. Master’s thesis. McMaster University: Hamilton.
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