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Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems 2021
DOI: 10.1145/3411764.3445143
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Understanding Tilt in Esports: A Study on Young League of Legends Players

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Cited by 24 publications
(16 citation statements)
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References 22 publications
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“…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).…”
Section: League Of Legendsmentioning
confidence: 99%
“…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).…”
Section: League Of Legendsmentioning
confidence: 99%
“…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).…”
Section: Content Analysismentioning
confidence: 99%
“…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.…”
mentioning
confidence: 99%