-
1por Brühlmann, Florian, Baumgartner, Philipp, Wallner, Günter, Kriglstein, Simone, Mekler, Elisa D.“…We present the results of a cross-sectional study with data from 750 players of League of Legends, a popular Multiplayer Online Battle Arena game. …”
Publicado 2020
Enlace del recurso
Enlace del recurso
Enlace del recurso
Online Artículo Texto -
2por Ryu, Yoonji, Hwang, Hui, Jeong, Jaehyun, Jang, Wonseok, Lee, Gyemin, Pyun, Hyunwoong“…This research aims to explore the determinants of the League of Legends Champions Korea (LCK) highlight views and comment counts. …”
Publicado 2023
Enlace del recurso
Enlace del recurso
Enlace del recurso
Online Artículo Texto -
3“…To examine the cognitive and physical changes associated with consuming an energy drink concurrent to video gaming, we examined a convenience sample of nine elite League of Legends (LoL) e-sport players (21 ± 2 y, BMI 25.6 ± 3.4 kg/m(2)) consuming an energy drink (Reload(TM)) or placebo (Placebo) in a randomized, double-blind, placebo-controlled cross-over trial. …”
Enlace del recurso
Enlace del recurso
Enlace del recurso
Online Artículo Texto -
4“…EEG data for 16 channels were collected while the subjects played League of Legends. For the exhaustive search of parameters, 240 parameters were tested in terms of t-test, factor analysis, Pearson correlation, and finally logistic regression analysis. …”
Enlace del recurso
Enlace del recurso
Enlace del recurso
Online Artículo Texto -
5“Because I'm Bad at the Game!” A Microanalytic Study of Self Regulated Learning in League of Legends“…In this work, we aim to take a first step in the study of SRL in esports by replicating Kitsantas and Zimmerman's (2002) volleyball study in the context of League of Legends. We compared the self-regulatory processes of expert, non-expert, and novice League of Legends players, and found that there were significant differences for processes in the forethought phase. …”
Enlace del recurso
Enlace del recurso
Enlace del recurso
Online Artículo Texto -
6por Valls-Serrano, Carlos, De Francisco, Cristina, Vélez-Coto, María, Caracuel, Alfonso“…Despite this, some methodological practices hinder scientific advance (e.g., heterogeneous samples, an ambiguous definition of expertise, etc.). League of Legends (LOL) is a massively played video game with a moderately defined structure that meets the requirements to overcome current study limitations. …”
Publicado 2022
Enlace del recurso
Enlace del recurso
Enlace del recurso
Online Artículo Texto -
7“…In the first study, we show that performance in the popular MOBA League of Legends’ correlates with fluid intelligence as measured under controlled laboratory conditions. …”
Enlace del recurso
Enlace del recurso
Enlace del recurso
Online Artículo Texto -
8“…INTRODUCTION: Toxic behavior (i.e., toxicity) is a pervasive problem in online gaming communities such as League of Legends. This issue arises from factors such as frustrating and stressful in-game experiences and online disinhibition. …”
Enlace del recurso
Enlace del recurso
Enlace del recurso
Online Artículo Texto -
9por Sapienza, Anna, Zeng, Yilei, Bessi, Alessandro, Lerman, Kristina, Ferrara, Emilio“…Our work examines data from a popular MOBA game, League of Legends, to understand the evolution of individual performance within ad hoc teams. …”
Publicado 2018
Enlace del recurso
Enlace del recurso
Enlace del recurso
Online Artículo Texto -
10“…This study focuses on the relationship between personality traits, derived from the Big Five model, and performance in the competitive electronic sports (eSports) video game League of Legends (LoL). Data were gathered from 206 LoL players of various in-game success levels, as measured by their position within the competitive hierarchy (division) of the video game. …”
Enlace del recurso
Enlace del recurso
Enlace del recurso
Online Artículo Texto -
11“…On the one hand, the results reveal game-specific competence and training structures in the five esports selected for the study (Starcraft II, League of Legends, Rocket League, FIFA, and Counter Strike). …”
Enlace del recurso
Enlace del recurso
Enlace del recurso
Online Artículo Texto -
12por Mendoza, Guillermo, Clemente-Suárez, Vicente Javier, Alvero-Cruz, José Ramón, Rivilla, Iván, García-Romero, Jerónimo, Fernández-Navas, Manuel, de Albornoz-Gil, Margarita Carrillo, Jiménez, Manuel“…We analyzed, in 25 expert esports players and 20 control participants, modifications in their somatic anxiety, cognitive anxiety, self-confidence, PMI, and cortisol in a League of Legends competition. We found how expert esports players presented higher cortisol concentrations (Z = 155.5; p = 0.03; Cohen’s d = −0.66), cognitive anxiety (Z = 99.5; p = 0.001), and PMI (Z = 50.5; p < 0.001) before the competition than non-experts participants. …”
Publicado 2021
Enlace del recurso
Enlace del recurso
Enlace del recurso
Online Artículo Texto -
13“…By engaging in an integration of qualitative research methodologies and phenomenology, we investigate the actual first-person experiences of interaction in the virtual worlds of the popular team-based esports practices Counter Strike: Global Offensive and League of Legends. Our analysis discloses how the practitioners’ interactions essentially depend on intercorporeality – understood as a form of reciprocity of bodily intentionality between the players. …”
Enlace del recurso
Enlace del recurso
Enlace del recurso
Online Artículo Texto -
14“…The subjects played the League of Legends game for 30–40 min. The experimenter measured ECG during the game at various window sizes and specific events. …”
Enlace del recurso
Enlace del recurso
Enlace del recurso
Online Artículo Texto -
15“…To experimentally explore this phenomenon, the effects of character customization with cosmetic microtransactions on objective and self-estimated player performance, subjective identification with the avatar, fun and the players’ perceived competence were examined in the game League of Legends. This study introduces a new laboratory-based, experimental task to objectively measure within-game player performance. …”
Enlace del recurso
Enlace del recurso
Enlace del recurso
Online Artículo Texto -
16“…Using a large observational sample of players (n = 162,417) drawn from a competitive and popular online game (League of Legends), we analysed the relationship between practice distribution and performance through time. …”
Enlace del recurso
Enlace del recurso
Enlace del recurso
Online Artículo Texto -
17“…METHODS: A systematic review of the commercial arrangements between the top 20 esports clubs across three of the most followed esports titles was undertaken: Dota 2, League of Legends (LoL) and CS:GO. Data were scraped online relating to the top 20 teams competing at their respective major tournaments between October and November 2021. …”
Enlace del recurso
Enlace del recurso
Enlace del recurso
Online Artículo Texto -
18por Andreu-Perez, Ana R., Kiani, Mehrin, Andreu-Perez, Javier, Reddy, Pratusha, Andreu-Abela, Jaime, Pinto, Maria, Izzetoglu, Kurtulus“…In this work, gamer’s brain activity has been imaged using functional near infrared spectroscopy (fNIRS) whilst they watch video of a video game (League of Legends) they play. A video of the face of the participants is also recorded for each of a total of 15 trials where a trial is defined as watching a gameplay video. …”
Publicado 2021
Enlace del recurso
Enlace del recurso
Enlace del recurso
Online Artículo Texto -
19“…Mainstream hits like Fortnite and League of Legends owe their ongoing success in no small part to their massive uptake by streamers, and triple-A releases from major publishers can reliably expect significant attention on streaming platforms. …”
Enlace del recurso
Enlace del recurso
Enlace del recurso
Online Artículo Texto -
20“…We conduct an empirical study using data from 4035 League of Legends games played by 102 multicultural teams from 2017 to 2020. …”
Enlace del recurso
Enlace del recurso
Enlace del recurso
Online Artículo Texto