Character Preferences in Competitive Games: A study among League of Legends players

dc.contributor.authorLaato, Samuli
dc.contributor.authorKaraosmanoglu, Sukran
dc.contributor.authorHamari, Juho
dc.contributor.authorBrunnhofer, Marlies
dc.contributor.authorKordyaka, Bastian
dc.contributor.organizationfi=tietojärjestelmätiede|en=Information Systems Science|
dc.contributor.organizationfi=tietotekniikan laitos|en=Department of Computing|
dc.contributor.organization-code1.2.246.10.2458963.20.70128852004
dc.contributor.organization-code1.2.246.10.2458963.20.85312822902
dc.converis.publication-id499465330
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/499465330
dc.date.accessioned2025-08-27T22:38:09Z
dc.date.available2025-08-27T22:38:09Z
dc.description.abstractVarious multiplayer online games, such as League of Legends, offer players a selection of characters from which they can choose one to play with. In the case of League of Legends, these characters (called champions) differ in terms of game mechanics, appearance, and lore. Understanding the reasons behind players' champion preferences can help designers create more engaging playable characters. Therefore, in this study, we investigated qualitatively how League of Legends players (N=34) justify their champion preferences. Our findings revealed mechanics and gameplay as the most dominant given reasons in almost all contexts for both positive and negative preferences. Champion aesthetics and lore were mentioned in connection to individual champions, but also in relation to the overall representativeness of the game's champion pool. We found evidence that the in-game player cultures were shaping particularly which champions players disliked. Interestingly, female participants rarely mentioned gender as an important characteristic when justifying their champion preferences, but were overwhelmingly choosing female champions as their favorites. These findings warrant further study into, for example, the apparent asymmetry in how players of different genders develop and form their character preferences.
dc.format.pagerange4293
dc.format.pagerange4302
dc.identifier.isbn978-0-9981331-8-8
dc.identifier.jour-issn1530-1605
dc.identifier.olddbid202510
dc.identifier.oldhandle10024/185537
dc.identifier.urihttps://www.utupub.fi/handle/11111/47085
dc.identifier.urlhttps://hdl.handle.net/10125/109360
dc.identifier.urnURN:NBN:fi-fe2025082789809
dc.language.isoen
dc.okm.affiliatedauthorLaato, Samuli
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA4 Conference Article
dc.publisher.countryUnited Statesen_GB
dc.publisher.countryYhdysvallat (USA)fi_FI
dc.publisher.country-codeUS
dc.publisher.placeHonolulu
dc.relation.conferenceHawaii International Conference on System Sciences
dc.relation.doi10.24251/HICSS.2025.514
dc.relation.ispartofjournalProceedings of the Annual Hawaii International Conference on System Sciences
dc.relation.ispartofseriesHawaii International Conference on System Sciences
dc.relation.volume58
dc.source.identifierhttps://www.utupub.fi/handle/10024/185537
dc.titleCharacter Preferences in Competitive Games: A study among League of Legends players
dc.title.bookProceedings of the 58th Hawaii International Conference on System Sciences
dc.year.issued2025

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