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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Summoner's Garden : Ett gestaltningsförslag på en corporate garden baserad på ett pc-spel

Jonsson, Ann-Louise January 2015 (has links)
Detta examensarbete syftar till att skapa ett gestaltningsförslag till en trädgård baseratpå pc-spelet League of Legends. Arbetet följer konceptet corporate garden då detbaseras på en produkt som är skapad av ett företag. Arbetet ska besvara frågan ”Hur kanett gestaltningsförslag för en corporate garden för spelföretaget Riot Games medinspiration från spelet League of Legends se ut?”, ”Hur uppfattar spelarna landskapet ispelet?” samt ”Vilka växter kan passa i en miljö med halvskugga till skugga, lågt pHvärdesamt relativt hög markfuktighet i zon 1? ”. Metoderna som nyttjades var en kortlitteratursökning åtföljt av en mer omfattande studie av spelets landskapsgrafik samtenkätfrågor till målgruppen spelarna. Motiven till tagna beslut presenteras tillsammansmed växtvalen, varpå illustrationsplanen presenteras. Som komplement till dennaanvänds exempelskisser i mindre skala för att kunna peka på detaljer, såsom placeringav växtval. Resultatet pekar på 25 stycken olika växter som passar i de olikaståndorterna. Växtvalen består av lignoser, perenner, mossor och knölar/lökar.Illustrationsplanen visar en stor parkliknande trädgård i pc-spelet League of Legendsanda.
12

Character Balance in MOBA Games

Teodor, Norén, Emanuel, Palm January 2015 (has links)
As live streaming of video games has become easier, electronic sports have grown quickly and they are still increasing as tournaments grow in viewers and prizes. The purpose of this paper is to examine the theory Metagame Bounds by applying it to League of Legends and Dota 2, to see if it is a valid way of looking at character balance in the Multiplayer Online Battle Arena game genre. The main mode of both games consist of matches played on a map where a team of five players is up against another team of five players. Characters in the games generally have four abilities and a number of attributes, making them complex to compare without context. We gathered character data from websites and entered the data into a file that we used with the Metagame Bounds application. We compared the graphs that the data yielded with how often a character wins and how often it is played. To examine whether the characters were balanced we also played the games and analysed the characters in depth. All statistical data gathered was retrieved over the span of a few hours on the 21st of April 2015 from the websites Champion.gg for League of Legends and Dotabuff for Dota 2. Sirlin’s (2001) definition of multiplayer game balance is “A multiplayer game is balanced if a reasonably large number of options available to the player are viable – especially, but not limited to, during high-level play by expert players.” and with the data we see that these games are balanced in terms of characters according to that definition. Overall we believe that Metagame Bounds is a valid way of looking at balance within the genre, but the data is not completely reliable on its own and should be compared with other statistics.
13

Auditiv kommunikation i det digitala spelet League of Legends

Ögren, Sam January 2017 (has links)
This paper is an attempt to replicate Kristine Jörgensen study of auditory functions of sound in the video game World of Warcraft, but doing so on a different game, and that game is League of Legends. By using social semiotic’s multimodal theory I hope not only to replicate the results of Jögensens study, but also come with some new insight in to the field of communication as well as contributing to sound studies which compared to visual representations are not as common. However, the focus is on communication through different semiotic representations. In the end, the results are quite positive although not ground breaking by any means.
14

Social interaktion inom e-sport : En kvalitativ studie av social interaktion inom e-sport / Social interaction in e-sports : A qualitative study of social interaction in e-sports

Söderström, Herman January 2020 (has links)
Syftet med studien var att belysa den sociala interaktionen inom e-sport. Detta gjordes genom att granska lagbaserad e-sport utifrån Goffmans dramaturgiska interaktionsperspektiv. En kvalitativ metod i form av intervjuer tillämpades då detta skapade förutsättningar för att få djupgående svar på syftet och de forskningsfrågor som formulerats för studien. Resultatet visar att e-sport är ett sätt för människor att uppvisa sina backstage beteenden vilket gör att e-sport fungerar som ett sätt för människor att lära känna varandra. Lagsammanhanget blir viktigt inom e-sport eftersom mötet med främmande människor över internet ofta kännetecknas av ett ovänligt klimat, i synnerhet för kvinnor. Avslutningsvis kan e-sport fungera som ett verktyg för människor att utveckla personliga egenskaper även utanför spelet, men det är upp till individen att själv skapa förutsättningar för detta.
15

The iterative construction process of a spectator interface for Competitive Multiplayer Online Battle Arena (MOBA) Game : What to consider when designing a spectator interface

Tseng, Te Hua January 2021 (has links)
Electronic sport or esport is a trend that involves playing competitive video games professionally. Traditional sports and esport have been compared to each other because of their similarities. Esport has grown in terms of viewership. Every year more spectators get interested and the number rises. One popular genre played in esports is MOBA. It stands for Multiplayer Online Battle Arena. Two teams face each other, and the goal is to destroy the enemy’s base with the help of their selected character, in-game mechanics and objectives. There are several focus points to highlight for the spectator. Hence, a dedicated spectator interface in the esports scene helps understand the progression of the game while watching. Developers might want to market their MOBA game into the esports scene, but it is hard to know what spectators want within the interface. This study investigates the major factors to consider when designing a spectator interface for a gaming genre; multiplayer online battle arena games (MOBA) in a competitive setting. The methods used to achieve the results were literature studies that include spectatorship, cognitive theories, and game interface theories. Analysing a popular MOBA game spectator interface and redesigned the interface of a game named League of Legends. Redesigns will go through an iterative process with the help of feedback, using questionnaires and interviews on the target group. Results discovered factors that could provide the spectator with a better viewing experience and contributed to producing a guideline for designers. The study concluded the guideline could help future work or contribute to previously established guidelines for general competitive games. However, further investigations are required to explore and validate the proposed guidelines in practice. / Elektronisk sport eller esport är en trend som handlar om att spela tävlingsinriktade videospel professionellt. Traditionella sporter och esport har ofta jämförts med varandra på grund av likheterna. Esport har vuxit enormt när det gäller tittarskap. Varje år blir fler åskådare intresserade och antalet stiger. En populär genre som spelas i esports heter MOBA. Det står för Multiplayer Online Battle Arena. Två lag möter varandra och målet är att förstöra fiendens bas med hjälp av spelmekanik och spelmål. Det finns flera fokuspunkter som ska visas för åskådaren. Därför används ett dedikerat åskådargränssnitt i esport-scenen för att hjälpa förstå spelets utveckling medan åskådaren tittar på. Utvecklare vill möjligtvis marknadsföra sitt MOBA-spel i esport-scenen, men det kan vara svårt att veta vad åskådarna vill ha inom gränssnittet. Denna studie undersöker de viktigaste faktorerna som ska beaktas när man utformar ett åskådargränssnitt för en spelgenre; flerspelarspel online (MOBA) i en tävlingsinriktad miljö. Metoderna för att uppnå resultaten var litteraturstudier som inkluderar åskådarskap, kognitiva teorier och spelgränssnittsteorier. Analys av ett populärt MOBA-spel åskådargränssnitt och redesignade gränssnittet för spelet som heter League of Legends. Det omformade gränssnittet kommer att gå igenom en iterativ process med hjälp av feedback med hjälp av frågeformulär och intervjuer på målgruppen. Resultaten upptäckte faktorer som kunde ge åskådaren en bättre
16

Esports Fans as Players and Their Motivations to Spectate Esports : Case of League of Legends

Zyza, Julia January 2022 (has links)
Esports, also known as electronic sports, is constantly growing in popularity, with top competitions attracting audiences comparable to traditional sports events. Prior research has focused on comparing esports with traditional sports. However, a handful of recent studies acknowledged crucial differences between esports and traditional sports, including that the majority of esports fans are also players.  This thesis aims to identify the motivations to spectate League of Legends (LoL) esports by its players. League of Legends is currently the most popular video game on the rapidly growing esports scene, with a player base of 180 million. LoL’s biggest annual tournament, World Championship, was spectated by more than 73 million peak viewers, placing it on top of the World’s Most Watched Esports Matches in 2021. To understand the general motivations to spectate LoL esports, this study adapted and utilized the previously established MSES (Motivation Scale of Esports Spectatorship) scale. The motivations were measured through an online survey that was distributed to online League of Legends communities. The sample included 338 self-identifying esports fans, who actively play League of Legends. The data were described using descriptive statistics and analyzed with the aid of the uses and gratifications theory and fandom theory.  The findings suggest that players’ main motivations to spectate LoL esports revolve around diversion and surveillance, with factors such as competitive nature, skill appreciation, dramatic nature, entertaining nature, game knowledge, competition excitement, and skill improvement being the most significant.  The current thesis presents a study on gratification-related factors of why League of Legends players spectate esports online. Moreover, the study measures a hitherto unstudied effect of virtual rewards on players' motivation. Finally, this thesis provides a more precise approach to motivations to spectate esports and contributes to the understanding of the unique relationship between playing and spectating an esports game.
17

The Evolution Of The Graphic Design Of The GUI In A Multiplayer Online Battle Arena (MOBA) : A case study of the ability icons for champions in League of Legends

von Holtum, Maximilian, Sir, Jungbin January 2023 (has links)
The aim of this study is to examine how the Graphical User Interface of League of Legends’ ability icons for champions evolved from 2009-2023. This was done by conductinga formal analysis of three different champions from the game League of Legends that haveundergone Visual and Gameplay Updates. The value of this case study was the understandingof the evolution of GUI in games over a long period of time. This may help game artists tounderstand how a coherent graphic design language is formed for a specific game and how itevolves over time to reflect design changes in games.
18

Neural Networks for Standardizing Ratings inLeague of Legends

Jansson, Andréas, Karlsson, Erik January 2022 (has links)
In the game League of Legends (LoL) there are several different regions globally withtheir own rating distribution. The purpose of this thesis is to examine if there are anydifferences in playing strength between the regions, and if so quantify what the offsetsare numerically.Data of matches played online are available publicly. We extracted 8.7 million matchesin total and over 600 different features per match. Each match is also annotated with alocal rating - which represents the rank it was played at. All these matches are betweenteams from similar regions and not across regions - hence the rating is a local one andnot a global one. Absence of a global score prevents us from comparing matches acrossregions. Our goal is to rank the different regions by developing a model that can predicta global score using the data available for local ratings.We first develop a Deep Neural Network (DNN) which is trained on equal amounts ofdata from all the regions to predict a global rating. We then use a Siamese Neural Network (SNN), with the purpose of generating a distribution that would be comparableto the true distribution of ratings. In both the above experiments we hide the regioninformation from the network. We also developed a model that is provided region information in a separate layer while training. The outcome of the DNN model is validatedby using the outcomes of SNN and region-aware models. In order to further improvethe results, we normalize the data with respect to the duration of a match. We performfurther experiments where a model is trained on matches from one specific region andthen use it for predicting ratings of matches from other regions.The results allowed us to rank the different regions based on their performance. Someof the results were surprising - for instance the experiments suggests that Japan andOceania, who has very little presence on the professional e-sports scene, are in the top.
19

Does esports participation help in developing computer literacy skills?

Bodnarescu, Mihai Gabriel, Granstedt, Jacob January 2023 (has links)
In this paper, we have focused on possible connections between Esports, more narrowly League of Legends, and increased Computer Literacy Skills.  The purpose of this study was to research Esports and Computer Literacy skills and analyse the possible link and how it might overall help one’s day-to-day life, job prospects and more by using Esports as a tool for learning Computer Literacy Skills. This study is guided by the theoretical perspective of transfer of learning. Using a cross-sectional observational study, we have come up with a 10-exercise test which analyses the computer literacy skills (CLS) of Esports players and Non-Esports individuals. Data were collected from 20 participants through observations to gauge participants’ performance, supplemented by a post-test survey to gather additional insights. Results between the two groups were similar, with a slight edge towards the Esports players group which has shown greater efficiency at completing the test overall and each individual task. Overall, our results show that people who enjoy these titles do tend to be more efficient at completing daily computer duties. However, both groups possess capable computer literacy skills in order to handle the ever-evolving digital world. Further research is mandatory to explore the causal relationship between League of Legends and computer literacy skills, as well as to identify strategies for incorporating Esports in educational settings regarding computer literacy skills.
20

Navigating Transmedia Landscapes: The Mutual Impact of the Arcane Series and League of Legends on Audience Engagement

Dudkina, Lucija, Serrano Madrona, Miguel Arturo January 2023 (has links)
This research investigates the impact of transmedia storytelling through a case study of Arcane, a Netflix TV show set in the League of Legends universe. Grounded in the combination of transmedia storytelling theory, audience engagement theory and reception theory, we utilised semi-structured interviews to probe and understand viewer perceptions. Participants, composed of Arcane viewers who have played the League of Legends game and those who have not, provided wide-ranging insights. Findings reveal that not only previous experiences with the League of Legends universe affected participants’ engagement and reception of Arcane, but also that Arcane enriched the audience's perception of the League of Legends. This enhancement stemmed from the show's in-depth storytelling and character development, amplifying viewer understanding and emotional connection. These results highlight transmedia storytelling's potential to shape audience perceptions, offering vital cues for gaming and television content creators.

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