Date of Award


Document Type

Open Access Thesis


School of Hotel, Restaurant and Tourism Management


College of Hospitality, Retail and Sport Management

First Advisor

Khalid Ballouli


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.


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