5,253 research outputs found

    When Code Governs Community

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    We present a qualitative study of governance in the community of League of Legends, a popular Multiplayer online battle arena (MOBA) game developed by Riot Games. To cope with toxic behaviors such as griefing and flaming, Riot Games initially implemented a crowdsourcing system inviting players to participate in governing their own community. However, in May, 2014, they automated the system, relying heavily on code while minimizing the level of human participation. We analyzed both players’ and Riot Games’ narratives to understand their attitudes towards the relationship between human judgment and automation, as well as between alienation and community. We found stark differences between players and Riot Games in terms of attitudes towards code and value in designing online governance. We discuss how the design of governance might impact online community

    Practicing Work, Perfecting Play: League of Legends and the Sentimental Education of E-Sports

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    A growing force in the culture of digital games fandom, e-sports represents the profes-sionalization of digital games play. This thesis examines League of Legends, a prominent game in e-sports, to understand the relationship between e-sports and the ideology of neoliberal economics. Using Clifford Geertz’s descriptions of sentimental education as a model, the author argues that League of Legends and other e-sports texts create an environment where neoliberal economic values can be practiced and explored in a meaningful space. The game as text, the culture of e-sports fandom, and the e-sports broadcasting industry are all examined to reveal the ways that e-sports fosters a space to both practice neoliberal values and potentially question them through the conflicting values of Web culture. Understanding the ways e-sports texts and e-sports culture explore ideological values allows for the potential to create more recursive e-sports texts that question this ideology in the future

    Bringing Down the Banhammer: Understanding the Impact of Competitive Players on Moderation Tactics in Overwatch

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    This thesis investigates how the need for player moderation tactics in Overwatch (Blizzard Entertainment, 2016) has shifted following the introduction of competitive and professional matches. With a player’s season rank heightening stakes when playing competitively, so too does the need to avoid toxic players impacting their win rates. Alongside this, the analysis of forums and developer updates examines what values (Flanagan and Nissenbaum, 2014) are embedded in the implemented moderation tactics, and players are responding to the tactics in community forums. This will provide a clearer insight on what data Blizzard developers are using to inform the design choices behind their moderation tactics

    Principles of Stakes Fairness in Sport

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    Fairness in sport is not just about assigning the top prizes to the worthiest competitors. It is also about the way the prize structure itself is organised. For many sporting competitions, although it may be acceptable for winners to receive more than losers, it can seem unfair for winners to take everything and for losers to get nothing. Yet this insight leaves unanswered some difficult questions about what stakes fairness requires and which principles of stakes fairness are appropriate for particular competitions. In this article I specify a range of different principles of stakes fairness (ten in total) that could regulate sporting competitions. I also put forward a theoretical method for pairing up appropriate principles of stakes fairness with given sporting competitions. Specifically, I argue that the underlying rationales for holding sporting competitions can provide useful guides for identifying appropriate principles of stakes fairness. I then seek to clarify and work through some of the implications of this method for a sample of real world controversies over sporting prize structures. I also attempt to refine the method in response to two possible objections from indeterminacy and relativism. Finally, I compare and contrast my conclusions with more general philosophical debates about justice

    MOBA GAMES IN EFL EDUCATIONAL SETTINGS FOR INTERCULTURAL LANGUAGE TEACHING

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    This paper unveils the relative merits of multiplayer online battle arena (MOBA) games in EFL educational settings for educational purposes, particularly rechecking the influence of League of Legends (LoL) on the EFL learners’ ICC. We have used Byram’s (1997) Model as a framework of assessment for thematic analysis, and both the Cultural Intelligence Scale (CQS), modified by Gozzoli and Gazzaroli (2018) and the Assessment of Intercultural Competence of Chinese College Students (AIC-CCS) by Wu et al. (2013) to ensure a consistent questionnaire. Our participants were 75 Algerian EFL learners (Males=86,7%, Females= 13,3%) from different educational levels, aged 20.08 (SD= 2.99). The results indicate a need to design a more convenient MOBA game as a replace for LoL, as well as adopting a flexible assessment continuous guidance to ensure appropriate ICC instruction

    PWND or Owned? The Right of Publicity and Identity Ownership in League of Legends

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    E-sports is a new and growing form of entertainment, where gamers at the peak level of their skill compete for prestige and prizes. The contracts these athletes have are evident of a problem within the legal field of the right of publicity: there are few, if any, protections for individuals who want to license their right of publicity. The growth of E-sports has shown us the caveat emptor approach taken by courts does not adequately protect the licensee from having their privacy intruded upon. Adopting a set of standards for licensing the right of publicity would protect the privacy of the licensee, and let them control their identity as they see fit

    USeSPA? Exploring the Idea of a U.S. Esports Regulatory Authority

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    This article will conclude, ultimately, it is a matter of policy with two convincing sides best left for the public to decide. First, having a monolithic regulator for all esports in the United States is unnecessary to address many of the legal issues esports faces and may actually cause more legal issues. Second, some centralized effort or a centralized association to heighten and universalize standards would be beneficial because it would allow market participants to address the systemic threats to the esports market. As to a centralization, this article will argue the most effective means to accomplish such a task is through a binding and monolithic regulatory body

    The Labor of Play: the Political Economy of Computer Game Culture

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    This dissertation questions the relationship between computer game culture and ideologies of neoliberalism and financialization. It questions the role computer games play in cultivating neoliberal practices and how the industry develops games and systems making play and work indistinguishable activities. Chapter 1 examines how computer game inculcate players into neoliberal practice through play. In chapter 2, the project shows Blizzard Entertainment systematically redevelops their games to encourage perpetual play aimed at increasing the consumption of digital commodities and currencies. Chapter 3 considers the role of esports, or professional competitive computer game play, to disperse neoliberal ideologies amongst nonprofessional players. Chapter 4 examines the streaming platform Twitch and the transformation of computer gameplay into a consumable commodity. This chapter examines Twitch’s systems designed at making production and consumption inseparable practices. The dissertation concludes by examining the economic, conceptual, and theoretical collapses threatening game culture and the field of game studies

    Toward Successful Esports Team: How Does National Diversity Affect Multiplayer Online Battle Arena Video Games

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    Today, esports teams in multiplayer online battle arena (MOBA) games are often composed of players from around the world. The paper asks whether a greater national heterogeneity of professional esports teams means their higher effectiveness. Desk research data of 13 tournaments of Dota 2 game held in 2011-2018 is used to calculate the teams’ win ratio, i.e., the ratio of skirmishes (in all matches) won to the total number of skirmishes (match is a series of skirmishes). Hence, effectiveness is understood not as ranks or matches won, but as the lowest possible number of lost skirmishes. Multinational teams achieved a higher win ratio, compared to nationally homogenous teams and the analysis includes the role of coaches’ nationalities. Working groups, cognitive diversity, and similarity/attraction theories are used to signal potential reasons and consequences of diversity on team performance. This exploratory study indicates future research threads on esports teams’ national diversity
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