Browse Items (55 total)

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

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

Anyi Wan Jr, J., Alif bin Kamal, A. & bin Abd Rahman, S. (2021). Weighting the Position & Skillset of Players in League of Legends Using Analytic Hierarchy Process. Journal of IT in Asia, Vol 09, 2021, 49-64.

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

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

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.

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.

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.…

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

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…

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.

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

Gargallo Serrano, E. (2022). Traditional sports organizations’ expansion to eSports.

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.

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.

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

Inzitari, T., Lyons, B., & Al Islam, M. N. (2022). Predicting pick-ban sequence in League of Legends games.

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.

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.

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.

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.

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

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

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

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.

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…

Leis, O., Franziska, L., Birch, P. D., & Elbe, A. M. (2021). Stressors, perceived stress responses, and coping strategies in professional esports players: A qualitative study. International Journal of eSports.

Leis, O., Lautenbach, F., Birch, P. D., & Elbe, A. M. (2022). Stressors, associated responses, and coping strategies in professional esports players: A qualitative study. International Journal of Esports, 3(3).

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

MA, R., GUI, X., & KOU, Y. (2022). Esports Governance: An Analysis of Rule Enforcement in League of Legends.

Macedo, T. (2019). Like a Pro: Dinâmicas Sociais do e-Sport na Amazônia. Programa de Pós-Graduação em Comunicação

Macedoa T., Falcãob T. (2019). Like a pro: Communication, camaraderie and group cohesion in the Amazonian esports scenario. Entertainment Computing (34). Elsevier.

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.

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

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

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

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

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

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

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

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.

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.

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

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

Sabtan, B. A. (2022). Human Factors in Esports: Investigating performance measures, coaching practices, and stress training in League of Legends (Doctoral dissertation, University of Waterloo).

Şengün, S., Santos, J. M., Salminen, J., Jung, S. G., & Jansen, B. J. (2022). Do players communicate differently depending on the champion played? Exploring the Proteus effect in League of Legends. Technological Forecasting and Social Change, 177,…

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.

Swettenham, L., & Whitehead, A. (2022). Working in Esports: Developing Team Cohesion. Case Studies in Sport and Exercise Psychology, 6(1), 36-44.

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.

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

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

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.

Watson, M., Smith, D., Fenton, J., Pedraza-Ramirez, I., Laborde, S., & Cronin, C. (2022). Introducing esports coaching to sport coaching (not as sport coaching). Sports Coaching Review, 1-20.

Zyza, J. (2022). Esports Fans as Players and Their Motivations to Spectate Esports: Case of League of Legends.
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