Esports, like traditional sports, face governance challenges such as foul play and match fixing. The esports industry has seen various attempts at governance structure but is yet to form a consensus. In this study, we explore esports governance in League of Legends (LoL), a major esports title. Through a two-stage, mixed-methods analysis of rule enforcement that Riot Games, LoL's developer and publisher, has performed against esports participants such as professional players and teams, we qualitatively describe rule breaking behaviors and penalties in LoL esports, and quantitatively measure how contextual factors such as time, perpetrator identity, and region might influence governance outcomes. These findings about rule enforcement allow us to characterize the esports governance of LoL as top-down and paternalistic, and to reflect upon professional players' work and professionalization in the esports context. We conclude by discussing translatable implications for esports governance practice and research.
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"A Time and Phase for Everything" - Towards A Self Regulated Learning Perspective on Computational Support for Esports
Computational support for learning in the domain of esports has seen a great deal of attention in recent years as an effective means of helping players learn and reap the benefits of play. However, previous work has not examined the tools from a learning theory perspective to assess if learning is prompted and supported in the right place and time. As a first step towards addressing this gap, this paper presents the results of two studies: a review of existing computational tools, and an online survey of esports' players' learning needs supplemented with qualitative interviews. Using Zimmerman's Cyclical Phase Model of Self-Regulated Learning as a lens, we identify patterns in the types of support offered by existing tools and players' support interests during different learning phases. We identify 11 opportunities for future research and development to better support self-regulated learning in esports.
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- Award ID(s):
- 1917855
- PAR ID:
- 10604197
- Publisher / Repository:
- Association for Computing Machinery (ACM)
- Date Published:
- Journal Name:
- Proceedings of the ACM on Human-Computer Interaction
- Volume:
- 6
- Issue:
- CHI PLAY
- ISSN:
- 2573-0142
- Format(s):
- Medium: X Size: p. 1-27
- Size(s):
- p. 1-27
- Sponsoring Org:
- National Science Foundation
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