Browse Items (17 total)

Almeida, C. E. M., Correia, R. C. M., Eler, D. M., Olivete-Jr, C., Garci, R. E., Scabora, L. C., & Spadon, G. (2017). Prediction of winners in MOBA games. In Iberian Conference on Information Systems and Technologies, CISTI.

Bonny, J. W., & Castaneda, L. M. (2016). Impact of the Arrangement of Game Information on Recall Performance of Multiplayer Online Battle Arena Players. Applied Cognitive Psychology, 30(5), 664-671.

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Bonny, J. W., Castaneda, L. M., & Swanson, T. (2016). Using an International Gaming Tournament to Study Individual Differences in MOBA Expertise and Cognitive Skills. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems…

Burger, V., Pajo, J. F., Sanchez, O. R., Seufert, M., Schwartz, C., Wamser, F., … Tran-Gia, P. (2016). Load Dynamics of a Multiplayer Online Battle Arena and Simulative Assessment of Edge Server Placements. In Proceedings of the 7th International…

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Campbell, M., Toth, A., Moran, A., Kowal, M., & Exton, C. (2018). Esports: A New Window on Neurocognitive Expertise? Progress in Brain Research, 240, 161–174.

Conroy, E., Kowal, M., Toth, A. J., & Campbell, M. (2021). Boosting: Rank and Skill Deception in Esports. Entertainment Computing 36, 100393.

Hodge, V., Devlin, S., Sephton, N., Block, F., Drachen, A., & Cowling, P. (2017). Win Prediction in Esports: Mixed-Rank Match Prediction in Multi-player Online Battle Arena Games. arXiv Preprint

Jarrett, J. (2016). Critically Approaching the Playful and Participatory Genealogy of MOBAs. In DiGRA/FDG.

Kordyaka, B. (2018). Digital Poison – Approaching a Theory of Toxic Behavior in MOBA Games. In Proceedings of the 39th International Conference on Information Systems (ICIS2018). San Francisco, CA.

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

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.

Rothwell, G., & Shaffer, M. (2019). eSports in K-12 and Post-Secondary Schools. Education Science, 9(2), 105-115

Triberti, S., Milani, L., Grumi, S., Peracchia, S., Curcio, G., & Riva, G. (2018). What Matters is When You Play: Investigating the Relationship Between Online Video Games Addiction and Time Spent Playing over Specific Day Phases. Addictive Behaviors…

Xia, B., Wang, H., & Zhou, R. (2019). What Contributes to Success in MOBA Games? An Empirical Study of Defense of the Ancients 2. Games and Culture, 14(5), 498-522.

Yang, Z., Pan, Z., Wang, Y., Cai, D., Shi, S., Huang, S. L., ... & Liu, X. (2022). Interpretable Real-Time Win Prediction for Honor of Kings--a Popular Mobile MOBA Esport. IEEE Transactions on Games.
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