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

要旨

Tilt as a gaming term is associated with frustration, rage, and deterioration of gameplay ability. 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.

著者
Minerva Wu
University of California, Irvine, Irvine, California, United States
Je Seok Lee
University of California, Irvine, Irvine, California, United States
Constance Steinkuehler
University of California, Irvine, Irvine, California, United States
DOI

10.1145/3411764.3445143

論文URL

https://doi.org/10.1145/3411764.3445143

動画

会議: CHI 2021

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2021.acm.org/)

セッション: eSports, Streaming, Social Play

[A] Paper Room 06, 2021-05-10 17:00:00~2021-05-10 19:00:00 / [B] Paper Room 06, 2021-05-11 01:00:00~2021-05-11 03:00:00 / [C] Paper Room 06, 2021-05-11 09:00:00~2021-05-11 11:00:00
Paper Room 06
12 件の発表
2021-05-10 17:00:00
2021-05-10 19:00:00
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