MOBA games: A literature review

M Mora-Cantallops, MÁ Sicilia - Entertainment computing, 2018 - Elsevier
This article aims to perform a literature review of the available research that focuses strictly
on MOBA (multiplayer online battle arena) games. First, a review identifying the relevant …

Win prediction in multiplayer esports: Live professional match prediction

VJ Hodge, S Devlin, N Sephton, F Block… - IEEE Transactions …, 2019 - ieeexplore.ieee.org
Esports are competitive videogames watched by audiences. Most esports generate detailed
data for each match that are publicly available. Esports analytics research is focused on …

Ping to win? Non-verbal communication and team performance in competitive online multiplayer games

A Leavitt, BC Keegan, J Clark - Proceedings of the 2016 CHI Conference …, 2016 - dl.acm.org
Non-verbal communication plays a large role in online competitive multiplayer games, as
team members attempt to coordinate with each other without distraction to achieve victory …

Skill-based differences in spatio-temporal team behaviour in defence of the ancients 2 (dota 2)

A Drachen, M Yancey, J Maguire, D Chu… - 2014 IEEE Games …, 2014 - ieeexplore.ieee.org
Multiplayer Online Battle Arena (MOBA) games are among the most played digital games in
the world. In these games, teams of players fight against each other in arena environments …

Dax: Data-driven audience experiences in esports

AV Kokkinakis, S Demediuk, I Nölle… - Proceedings of the …, 2020 - dl.acm.org
Esports (competitive videogames) have grown into a global phenomenon with over 450m
viewers and a 1.5 bn USD market. Esports broadcasts follow a similar structure to traditional …

[图书][B] Game data science

MS El-Nasr, THD Nguyen, A Canossa, A Drachen - 2021 - books.google.com
Game data science, defined as the practice of deriving insights from game data, has created
a revolution in the multibillion-dollar games industry-informing and enhancing production …

[HTML][HTML] Positive effects of online games on the growth of college students: A qualitative study from China

F Li, D Zhang, S Wu, R Zhou, C Dong… - Frontiers in …, 2023 - frontiersin.org
Objectives This study aimed to explore the positive effects of online games on college
students' psychological demands and individual growth. Methods A qualitative study design …

[HTML][HTML] Smart kills and worthless deaths: eSports analytics for League of Legends

PZ Maymin - Journal of Quantitative Analysis in Sports, 2021 - degruyter.com
Vast data on eSports should be easily accessible but often is not. League of Legends (LoL)
only has rudimentary statistics such as levels, items, gold, and deaths. We present a new …

Classification of player roles in the team-based multi-player game dota 2

C Eggert, M Herrlich, J Smeddinck… - … Computing-ICEC 2015 …, 2015 - Springer
Computer games are big business, which is also reflected in the growing interest in
competitive gaming, the so-called electronic sports. Multi-player online battle arena games …

[HTML][HTML] What constitutes victims of toxicity-identifying drivers of toxic victimhood in multiplayer online battle arena games

B Kordyaka, S Laato, S Weber, B Niehaves - Frontiers in psychology, 2023 - frontiersin.org
Introduction Toxic behavior (ie, toxicity) is a pervasive problem in online gaming
communities such as League of Legends. This issue arises from factors such as frustrating …