Date of Award
Open Access Thesis
School of Hotel, Restaurant and Tourism Management
College of Hospitality, Retail and Sport Management
The population of playing electronic sports has increased recently, and the most popular one is League of Legends (LoL). As a multiplayer online battle arena video game, it’s not only a game, but also a competitive electronic sport. The purpose of this study was to assess the motivations of playing League of Legends and to relate them by genders, age groups and frequency groups. The final sample comprised 111 LoL players. The study categorized 12 items into three factors: achievement, socialization and immersion. Results indicated that achievement factors were stronger motives for men than women. For different age groups, there was no significant difference on socialization factors. The immersion factors for players who spent different times on LoL were not very influential.
Sun, Y.(2017). Motivation To Play Esports: Case of League of Legends. (Master's thesis). Retrieved from http://scholarcommons.sc.edu/etd/4107