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2017, ISBN 9780190457587, 313 pages
"The Burlesque Hall of Fame reunion has been an annual tradition since 1955, when the League of Exotic Dancers (LED), one of America's earliest unions for... 
League of Exotic Dancers (U.S.) | Burlesque (Theater) | Stripteasers
Book
International Journal of Gaming and Computer-Mediated Simulations, ISSN 1942-3888, 04/2017, Volume 9, Issue 2, pp. 33 - 46
.... In this paper, the author proposes to analyze the relationship between e-Sport and the growth strategy of the game League of Legends (LoL... 
Streaming | League of legends | Media ecosystem | Free-to-Play | Pro-gamers | Riots | Communities | Dynamics | Games | Strategy | Game theory | Business | Players
Journal Article
International Journal of Gaming and Computer-Mediated Simulations, ISSN 1942-3888, 01/2018, Volume 10, Issue 1, pp. 23 - 41
.... This article discusses observations of the University of California, Irvine's scholarship League of Legends teams' practices and competitions from fall 2016 through spring 2017... 
Distributed Cognition | Teamwork | Esports | League of Legends | Human-Computer Interaction | Game Studies | Electronic & video games | Business competition | Cognition
Journal Article
ADICCIONES, ISSN 0214-4840, 2016, Volume 28, Issue 1, pp. 28 - 34
There is growing concern about the addictive potential of Massively Multiplayer Online Role Playing Games (MMORPG). The Multiplayer Online Battle Arena (MOBA)... 
Internet Gaming Disorder | Passion | Multiplayer Online Battle Arena | League of Legends | SUBSTANCE ABUSE | Performance | MOTIVATION
Journal Article
Social networks, ISSN 0378-8733, 10/2018, Volume 55, pp. 149 - 159
.... Using data extracted from League of Legends players, their matches and machine learning... 
Player | Video game | Egonets | MOBA | League of Legends | Affinity propagation | GAMES | ANTHROPOLOGY | ONLINE | CENTRALITY | SOCIOLOGY | Social aspects | Machine learning
Journal Article
International Journal of Gaming and Computer-Mediated Simulations, ISSN 1942-3888, 04/2017, Volume 9, Issue 2, pp. 1 - 21
.... Interviews with five high-level competitive League of Legend players were conducted to shed light on their experiences... 
Optimal performance | Performance psychology | Performance enhancement | League of legend | Mental challenges | Sport psychology | Mental skills | Esports | Obstacles | Computer simulation | Skills | Electronic & video games | Exploration | Optimization | Content analysis | Players
Journal Article
EntreLetras, 11/2019, Volume 10, Issue 2, pp. 396 - 416
Este trabalho investiga o letramento digital no jogo League of Legends (LOL), analisando... 
letramento remix | letramento digital | league of legends
Journal Article
Games and Culture, ISSN 1555-4120, 7/2017, Volume 12, Issue 5, pp. 426 - 444
This article examines the significance of two types of expertise in the popular multiplayer video game League of Legends... 
metagame | game mechanics | expertise | League of Legends | multiplayer | PLAY | GAMES | CULTURAL STUDIES | COMMUNICATION
Journal Article
Cyberpsychology, behavior and social networking, ISSN 2152-2715, 04/2019, Volume 22, Issue 4, pp. 254 - 257
.... In data from the game League of Legends ( n  = 15,392) reflecting >5 million avatar gender choices, women were found to have stronger preferences for avatar gender consistency than men... 
Original Articles | avatar gender | IDENTITY | PSYCHOLOGY, SOCIAL | league of legends | BEHAVIOR | log-data analysis | CREATION | SELVES | SELF | avatars | MOTIVATIONS | Young Adult | Gender Identity | Choice Behavior | Humans | Sex Factors | Adult | Female | Male | Video Games - psychology
Journal Article
Behaviour & Information Technology, ISSN 0144-929X, 12/2018, Volume 37, Issue 12, pp. 1224 - 1236
.... Such is the case of MOBA (Multiplayer Online Battle Arena) games, currently led in number of players and popularity by League of Legends... 
Player experience | social presence | MOBA | League of Legends | user studies | interactive games | GAMES | SELF-DETERMINATION THEORY | STRUCTURAL CHARACTERISTICS | ERGONOMICS | COMPUTER SCIENCE, CYBERNETICS | Electronic & video games | User experience | Surveying | Computer & video games | Players
Journal Article
Games and Culture, ISSN 1555-4120, 9/2015, Volume 10, Issue 5, pp. 438 - 462
.... Addressing this issue, this research examines the experience of female players in one of the world’s most popular games, League of Legends. Two studies—one qualitative... 
mixed methods | gender in games | League of Legends | female gamers | PLAY | TEST-PERFORMANCE | GAMES | CULTURAL STUDIES | STEREOTYPE THREAT | AVATAR | COMMUNICATION
Journal Article
Computers in Human Behavior, ISSN 0747-5632, 06/2018, Volume 83, pp. 230 - 234
.... The popularity of esports such as League of Legends may derive in part because it features skills-based coalitional competition... 
Competition | League of legends | Video games | Hormones | Esports | PSYCHOLOGY, MULTIDISCIPLINARY | HYPOTHESIS | MECHANISMS | PSYCHOLOGY, EXPERIMENTAL
Journal Article
Proceedings of the first ACM SIGCHI annual symposium on computer-human interaction in play, 10/2014, pp. 161 - 169
Conference Proceeding
Proceedings of the Australasian Computer Science Week Multiconference, 01/2018, pp. 1 - 9
Multi-player online esports games are designed for extended durations of play, requiring substantial experience to master. Furthermore, esports game revenues... 
esports | league of legends | churn prediction | churn | prediction | game analytics | business intelligence | Game analytics | League of Legends | Prediction | Churn prediction | Business intelligence | Churn | Esports
Conference Proceeding
2019 1st International Informatics and Software Engineering Conference (UBMYK), 11/2019, pp. 1 - 4
.... Among the online games, League of Legends is one of the paced and highly competitive games... 
League of Legends | Classification Algorithms | Decision Trees | Data mining
Conference Proceeding
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