2021
DOI: 10.1177/1469540521993932
|View full text |Cite
|
Sign up to set email alerts
|

Gaming the gift: The affective economy of League of Legends ‘fair’ free-to-play model

Abstract: With its release in late 2009, League of Legends (Riot Games) has influenced the game industry in several profound ways. Known for its vast popularity and its pivotal role in pioneering live streaming and electronic sports, League of Legends is also noteworthy for its model of ‘fair’ free-to-play. Described by Riot Games and many industry professionals as ‘fair’ due to its lack of any ‘pay-to-win’ content ( Graft, 2013 ; Nutt, 2014 ), this model of free-to-play has gone on to influence a paradigmatic shift tow… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
4
0

Year Published

2021
2021
2024
2024

Publication Types

Select...
7
2

Relationship

0
9

Authors

Journals

citations
Cited by 13 publications
(6 citation statements)
references
References 27 publications
0
4
0
Order By: Relevance
“…The tensions around legitimate forms of play hence persist here, which in turn raise questions about the actual value of these Pokémon, a subject worth further study which has echoes in other popular games (cf. Jarrett 2021). Nevertheless, these nonhuman streams enable unprecedented levels of access and opportunities for players to live up to the ultimate challenge of the Pokémon games by aspiring to, indeed, catch ‘em all .…”
Section: Discussionmentioning
confidence: 99%
“…The tensions around legitimate forms of play hence persist here, which in turn raise questions about the actual value of these Pokémon, a subject worth further study which has echoes in other popular games (cf. Jarrett 2021). Nevertheless, these nonhuman streams enable unprecedented levels of access and opportunities for players to live up to the ultimate challenge of the Pokémon games by aspiring to, indeed, catch ‘em all .…”
Section: Discussionmentioning
confidence: 99%
“…To gather data, the researcher created a post on r/leagueoflegends asking players why they spent money on a free-to-play game. With that post, the researcher obtained 49 direct responses and 37 comments (Jarrett, 2021).…”
Section: Methods Of Data Collection Inmentioning
confidence: 99%
“…For instance, game developer EA made 28% of its net revenue in 2019 for its FIFA Ultimate Team service alone (Electronic Arts, 2019), whilst the popular free-to-play Fortnite game has generated over $1 billion in microtransactions since its development in 2017 (Henry, 2018). Moreover, the free-to-play League of Legends (2009) game provides players with the opportunity to only purchase cosmetic 'skins' for their avatars with no competitive in-game advantages available (Jarrett, 2021). This design generated over $2.1 billion in microtransaction sales worldwide despite providing no in-game advantages like other games' loot boxes can provide for players (Nutt, 2014).…”
Section: Gamersmentioning
confidence: 99%