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Please use this identifier to cite or link to this item: http://hdl.handle.net/11375/18270
Title: League of Legends: Players and Esports
Other Titles: The Work of Professional Players in League of Legends Esports
Authors: Agha, Brandon
Advisor: Goutor, David
Department: Labour Studies
Keywords: Esports;League of Legends;Immaterial labour;Digital Labour;Playbour
Publication Date: Nov-2015
Abstract: Esports gaming is a new subject within various fields of research. Typically, research explores the relationships between games and its players or the developers. By contrast this thesis examines the highest level of play within gaming, professional players. To do so, it utilizes the example of League of Legends. Created in 2009, League of Legends has rapidly grown to become one of the largest online multiplayer games with a massive Esports scene that matches or exceeds that of traditional sports such as Basketball or Baseball. But what factors contribute to this sudden rise in League of Legends Esports popularity and how have professional players adjusted over the years? This thesis explores these questions and the overall evolution of professional teams and League of Legends over the course of its Esports growth. It finds that League of Legends is unique in its use of the immaterial labour and digital labour of professional players. Through a concept called the “Meta”, League of Legends is able to mimic traditional sports and maintain interest in its game. Further for professional players the existence and evolution of the “Meta” sharply influences the need for organizational restructuring over the years. Players and teams become complex organizations in which players’ transition from gamers to become workers in Esports. Exploring the League of Legends Esports setting uncovers a unique combination of sport and work within a new digital context.
URI: http://hdl.handle.net/11375/18270
Appears in Collections:Open Access Dissertations and Theses

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Agha Brandon N 201509 MA Work and Society.pdf
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