Abstract
Player ranking is a common feature of competitive online games, but little research work has closely examined the ways it mediates player practices within this game genre. In this paper, we present a qualitative study of player practices around ranking in League of Legends (LoL), published by Riot Games and currently one of the most popular eSports games. We found that ranking is a cornerstone of LoL's competitive gaming practices, shaping the ways players distinguished and narrated their game experiences, thus engendering a culture of collaboration and competition through distinction. © 2016 ACM
| Original language | English |
|---|---|
| Title of host publication | CHI PLAY 2016 - Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play |
| Publisher | Association for Computing Machinery |
| Pages | 4-9 |
| ISBN (Print) | 9781450344562 |
| DOIs | |
| Publication status | Published - Oct 2016 |
| Event | 3rd ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2016) - Holiday Inn Austin Midtown, Austin, United States Duration: 16 Oct 2016 → 19 Oct 2016 http://chiplay.org |
Conference
| Conference | 3rd ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2016) |
|---|---|
| Place | United States |
| City | Austin |
| Period | 16/10/16 → 19/10/16 |
| Internet address |
Bibliographical note
Full text of this publication does not contain sufficient affiliation information. Research Unit(s) information for this record is based on his previous affiliation.Research Keywords
- League of Legends
- Moba
- Multiplayer online battle arena
- Player experience
- Ranking
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