“…Due to its global popularity and the variability of gameplay, LoL provides an interesting virtual testbed for interdisciplinary science research. Previously, the scientific literature took into account many details of the game such as: popularity and use of champions (Zhang et al, 2017), players' skill and knowledge levels (Donaldson 2017), team performance (Kim et al, 2017), strategy development (Lee & Ramler, 2017), communication in the game (Şengün et al, 2022), work and e-sport (Reitman et al, 2020; Wu et al, 2021) and game design (Park & Seo, 2019).…”
Background League of Legends is one of the most popular video games in the world. With the help of the new initiatives of the developers and publishers (Riot Games), professional international and local tournaments were established. Riot Games also took care of establishing regional leagues, such as LCK (League of Legends Champions Korea) or LEC (League of Legends European Championship). The best teams from each region have an annual chance to compete in October / November to become the esports world champions in LoL. Watching the tournaments such as world champions, as well as amateur streams on popular platforms (Twitch, YouTube) is now trending more and more. The fact that the game (especially spatial situations) can be observed by both experts (players of this game) and non-experts (players of other games or non-players at all) creates a field for scientific research. Intervention The authors of this article wanted to establish whether or not the League of Legends game offers gamers with different levels of knowledge of the entire game and different range of cognitive skills the same interpretation of spatial situations. Methods The research was carried out in the form of a questionnaire (offline), in which respondents were supposed to watch five short videos presenting different situations during the game. Eighty-two respondents, divided into three groups, participated in the research. The Pearson chi-square test was used for the analysis of the differences between groups. Results and Discussion As a consequence of the results of this study it may be concluded that gamers on different advancement level do not present the same level of interpretation of spatial situations in the game. The authors, using the scheme of knowledge of the point, lane, and area in the construction of video questionnaire did not focus on the game as a whole, but wanted to highlight crucial elements of the entire game.
“…Due to its global popularity and the variability of gameplay, LoL provides an interesting virtual testbed for interdisciplinary science research. Previously, the scientific literature took into account many details of the game such as: popularity and use of champions (Zhang et al, 2017), players' skill and knowledge levels (Donaldson 2017), team performance (Kim et al, 2017), strategy development (Lee & Ramler, 2017), communication in the game (Şengün et al, 2022), work and e-sport (Reitman et al, 2020; Wu et al, 2021) and game design (Park & Seo, 2019).…”
Background League of Legends is one of the most popular video games in the world. With the help of the new initiatives of the developers and publishers (Riot Games), professional international and local tournaments were established. Riot Games also took care of establishing regional leagues, such as LCK (League of Legends Champions Korea) or LEC (League of Legends European Championship). The best teams from each region have an annual chance to compete in October / November to become the esports world champions in LoL. Watching the tournaments such as world champions, as well as amateur streams on popular platforms (Twitch, YouTube) is now trending more and more. The fact that the game (especially spatial situations) can be observed by both experts (players of this game) and non-experts (players of other games or non-players at all) creates a field for scientific research. Intervention The authors of this article wanted to establish whether or not the League of Legends game offers gamers with different levels of knowledge of the entire game and different range of cognitive skills the same interpretation of spatial situations. Methods The research was carried out in the form of a questionnaire (offline), in which respondents were supposed to watch five short videos presenting different situations during the game. Eighty-two respondents, divided into three groups, participated in the research. The Pearson chi-square test was used for the analysis of the differences between groups. Results and Discussion As a consequence of the results of this study it may be concluded that gamers on different advancement level do not present the same level of interpretation of spatial situations in the game. The authors, using the scheme of knowledge of the point, lane, and area in the construction of video questionnaire did not focus on the game as a whole, but wanted to highlight crucial elements of the entire game.
“…League of Legends professional Jian Zihao (Wu, 2022), which marks the brand's first sponsorship of an e-sports athlete, Under Armour's apparel partnership with e-sports team SMG (Fitch, 2020), or the limited Adidas sneaker collection launched in cooperation with Team Vitality (Fitch, 2019).…”
Section: Business Model Modificationsmentioning
confidence: 99%
“…Thus, e-sports might be a good match to start a brand's journey into the realm of digital enthusiasts and build a bridge between sports and the virtual sphere. Indeed, brands have made the first move to tap that potential, such as Nike's cooperation with the Chinese League of Legends professional Jian Zihao (Wu, 2022), which marks the brand's first sponsorship of an e-sports athlete, Under Armour's apparel partnership with e-sports team SMG (Fitch, 2020), or the limited Adidas sneaker collection launched in cooperation with Team Vitality (Fitch, 2019).…”
PurposeSports fashion is marketed showing happiness, physical performance and self-care. Thus, sports fashion brands should see a good fit with sustainability: future orientation, self-care, care for others and going out for a physical experience, oftentimes in nature. On the other hand, sports fashion is regularly made of non-sustainable materials and produced under difficult work conditions. This paper aims to discuss the aforementioned issues.Design/methodology/approachThe paper at hand seeks to investigate sports brands' approach to sustainability by examining their product portfolio and their annual report data, analyzing their status quo and sustainability strategy. A content analysis is conducted employing the brands' annual reports and their online shops as data sources to assess their status quo in terms of sustainability as well as future plans.FindingsResults show that on the ecological side, brands unanimously focus on carbon reduction, organic cotton, recycled polyester, circularity-ready business model innovation and water and toxic waste management. The social aspect may be divided into the focal brand and the supply chain, including similar measures: equality and diversity, the promotion of ethnic and cultural minorities and increased safety and health for workers.Originality/valueThe paper derives development opportunities and pitfalls for sports fashion brands.
“…Rage appears to cause a change in the gamer’s behavior, a loss of control over behavior and emotion, and a loss or a cessation of the game named “rage-quit” (Przybylski et al, 2014). Recently, two qualitative studies explored the characteristics of rage among children and adolescents engaged in e-sport (Kahila et al, 2021; Wu et al, 2021). The authors described rage as a negative emotional reaction, mainly frustration and anger, associated to a cognitive confusion and a deviance of the usual game play (Wu et al, 2021).…”
mentioning
confidence: 99%
“…Recently, two qualitative studies explored the characteristics of rage among children and adolescents engaged in e-sport (Kahila et al, 2021; Wu et al, 2021). The authors described rage as a negative emotional reaction, mainly frustration and anger, associated to a cognitive confusion and a deviance of the usual game play (Wu et al, 2021). To regulate rage, gamers start by quitting the game either to calm down, or to express emotions by crying, shouting, and breaking the material, or finally by doing nothing and accepting the rage episode.…”
Online forums devoted to video games dedicate discussions to a phenomenon called “rage” that produces difficulties for gamers. Rage is described as expressing violent and impulsive reactions through excessive frustration or bad faith while gaming. The aim of this qualitative study was to describe rage as it occurs in online video games and to identify its etiology and consequences. A qualitative study included 24 gamers aged 18–30 years. Semidirective interviews were conducted, and participants completed an online survey. Two researchers rated each interview using the thematic analysis method and reported an agreement rate of 83%. The gamers described rage as a change in the manner of playing caused by a feeling of frustration during the game. Rage has components that are behavioral (aggressive behaviors), cognitive (poor decision making), and emotional (anger). Rage can be contagious among gamers and may result in the loss of the game and a “rage quit,” an abrupt cessation of the game. Rage appears of prime importance to regulate rage episodes and targeting emotion regulation, which can be used as a hook for the prevention of problematic gaming.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.