Understanding Tilt in Esports: A Study on Young League of Legends Players

被引:16
|
作者
Wu, Minerva [1 ]
Lee, Je Seok [1 ]
Steinkuehler, Constance [1 ]
机构
[1] Univ Calif Irvine, Irvine, CA 92697 USA
关键词
esports; stress; tilt; social-emotional learning;
D O I
10.1145/3411764.3445143
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Tilt as a gaming term is associated with frustration, rage, and deterioration of gameplay ability. In this exploratory study, we surveyed 95 esports players in a high school esports league on their definitions of tilt, triggers for tilting, responses to tilt, and perception of its malleability. We found that players are tilted most commonly by their own teammates rather than opponents, with their most negative tilt responses reserved for themselves. The majority surveyed believe that they can change how easily they are tilted and believing so was found to lead players to choose more positive responses to tilt. In contrast, perceiving tilt as malleable was found to increase the probability that participants respond with positive strategies. Implications for efforts to improve esports culture and community are discussed.
引用
收藏
页数:9
相关论文
共 50 条
  • [21] Esports Athletes and Players: A Comparative Study
    Khromov, Nikita
    Korotin, Alexander
    Lange, Andrey
    Stepanov, Anton
    Burnaev, Evgeny
    Somov, Andrey
    IEEE PERVASIVE COMPUTING, 2019, 18 (03) : 31 - 39
  • [22] Autohighlight: Highlight detection in League of Legends esports broadcasts via crowd-sourced data
    Ringer, Charles
    Nicolaou, Mihalis A.
    Walker, James Alfred
    MACHINE LEARNING WITH APPLICATIONS, 2022, 9
  • [23] Basic Psychological-Need Satisfaction and Thwarting: A Study with Brazilian Professional Players of League of Legends
    Lopes Angelo, Daniela
    Villas Boas Junior, Marcelo
    de Freitas Correa, Mariana
    Hernandez Souza, Vania
    de Paula Moura, Larissa
    de Oliveira, Rosemeire
    Reyes Bossio, Mario
    Ferreira Brandao, Maria Regina
    SUSTAINABILITY, 2022, 14 (03)
  • [24] Determinants of Online Live Esports Viewership With Advanced Data: The Case of League of Legends Champions Korea
    Ryu, Yoonji
    Jeong, Jaehyun
    Jang, Wonseok
    Lee, Gyemin
    Pyun, Hyunwoong
    COMMUNICATION & SPORT, 2024,
  • [25] Analyzing Hate Speech Toward Players from the MENA in League of Legends
    Sengun, Sercan
    Salminen, Joni
    Jung, Soon-gyo
    Mawhorter, Peter
    Jansen, Bernard J.
    CHI EA '19 EXTENDED ABSTRACTS: EXTENDED ABSTRACTS OF THE 2019 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, 2019,
  • [26] Analyzing the changes in the psychological profile of professional League of Legends players during competition
    Mateo-Orcajada, Adrian
    Abenza-Cano, Lucia
    Vaquero-Cristobal, Raquel
    COMPUTERS IN HUMAN BEHAVIOR, 2022, 126
  • [27] Analyzing the changes in the psychological profile of professional League of Legends players during competition
    Mateo-Orcajada, Adrián
    Abenza-Cano, Lucía
    Vaquero-Cristóbal, Raquel
    Computers in Human Behavior, 2022, 126
  • [28] Psychological and Behavioral Effects of League of Legends Rank System for Italian Competitive Players
    Gursesli, Mustafa Can
    Masti, Federica
    Duradoni, Mirko
    Bostan, Barbaros
    Sungu, Ertugrul
    Zilbeyaz, Pervin Cagla
    Guazzini, Andrea
    VIDEOGAME SCIENCES AND ARTS, VJ 2023, 2024, 1984 : 59 - 71
  • [29] Demographics and Health Behavior of Video Game and eSports Players in Germany: The eSports Study 2019
    Rudolf, Kevin
    Bickmann, Peter
    Froboese, Ingo
    Tholl, Chuck
    Wechsler, Konstantin
    Grieben, Christopher
    INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH, 2020, 17 (06)
  • [30] The Effects of Energy Drink Consumption on Cognitive and Physical Performance in Elite League of Legends Players
    Thomas, Casey J.
    Rothschild, Jeffrey
    Earnest, Conrad P.
    Blaisdell, Aaron
    SPORTS, 2019, 7 (09)