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Please use this identifier to cite or link to this item: http://hdl.handle.net/11375/18270
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DC FieldValueLanguage
dc.contributor.advisorGoutor, David-
dc.contributor.authorAgha, Brandon-
dc.date.accessioned2015-09-28T13:42:12Z-
dc.date.available2015-09-28T13:42:12Z-
dc.date.issued2015-11-
dc.identifier.urihttp://hdl.handle.net/11375/18270-
dc.description.abstractEsports 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.en_US
dc.language.isoenen_US
dc.subjectEsportsen_US
dc.subjectLeague of Legendsen_US
dc.subjectImmaterial labouren_US
dc.subjectDigital Labouren_US
dc.subjectPlaybouren_US
dc.titleLeague of Legends: Players and Esportsen_US
dc.title.alternativeThe Work of Professional Players in League of Legends Esportsen_US
dc.typeThesisen_US
dc.contributor.departmentLabour Studiesen_US
dc.description.degreetypeThesisen_US
dc.description.degreeMaster of Philosophy (MA)en_US
dc.description.layabstractThe goal of this work is to explore the lives and labour of League of Legends professional players. Created in 2009, League of Legends rapidly grew to be one of the most played and watched Esport game in the world. Professional players are often heralded as celebrities and their decisions impact the larger League of Legends and Esports community. This work examines the realities of Esports for professional players. It further analyzes the structure and organization of play and work in the League of Legends Esports setting. For the developer, Riot Games, Esports serves a variety of purposes and this thesis explores this and the contributions of Esports professionals to the development of the game.en_US
Appears in Collections:Open Access Dissertations and Theses

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