Mostrando 1 - 20 Resultados de 29 Para Buscar '"League of Legends"', tiempo de consulta: 0.19s Limitar resultados
  1. 1
    “…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. …”
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  2. 2
    “…This research aims to explore the determinants of the League of Legends Champions Korea (LCK) highlight views and comment counts. …”
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  3. 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. …”
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  4. 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. …”
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  5. 5
    “…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. …”
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  6. 6
    “…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. …”
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  7. 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. …”
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  8. 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. …”
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  9. 9
    “…Our work examines data from a popular MOBA game, League of Legends, to understand the evolution of individual performance within ad hoc teams. …”
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  10. 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. …”
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  11. 11
    por Nagorsky, Eugen, Wiemeyer, Josef
    Publicado 2020
    “…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). …”
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  12. 12
    “…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. …”
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  13. 13
    por Ekdahl, David, Ravn, Susanne
    Publicado 2021
    “…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. …”
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  14. 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. …”
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  15. 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. …”
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  16. 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. …”
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  17. 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. …”
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  18. 18
    “…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. …”
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  19. 19
    por Parker, Felan, Perks, Matthew E
    Publicado 2021
    “…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. …”
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  20. 20
    por Lin, Song, Xu, Zhengda, Xie, Zhenzhen
    Publicado 2023
    “…We conduct an empirical study using data from 4035 League of Legends games played by 102 multicultural teams from 2017 to 2020. …”
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