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Ranking practices and distinction in League of Legends

Research output: Chapters, Conference Papers, Creative and Literary Works › RGC 32 - Refereed conference paper (with host publication) › peer-review

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 languageEnglish
Title of host publicationCHI PLAY 2016 - Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play
PublisherAssociation for Computing Machinery
Pages4-9
ISBN (Print)9781450344562
DOIs
Publication statusPublished - Oct 2016
Event3rd 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

Conference3rd ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2016)
PlaceUnited States
CityAustin
Period16/10/16 → 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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