Citations:
Kahn, Adam S., et al. "The Trojan Player Typology: A Cross-Genre, Cross-Cultural, Behaviorally Validated Scale Of Video Game Play Motivations." Computers In Human Behavior 49.(2015): 354-361. ScienceDirect. Web. 10 Mar. 2015.
Link: http://www.academia.edu/11345364/The_Trojan_Player_Typology_A_Cross-Genre_Cross-Cultural_Behaviorally_Validated_Scale_of_Video_Game_Play_Motivations
Lobel, Adam, Isabela Granic, and Rutger C.M.E. Engels. "Stressful Gaming, Interoceptive Awareness, And Emotion Regulation Tendencies: A Novel Approach." Cyberpsychology, Behavior & Social Networking 17.4 (2014): 222-227.Academic Search Complete. Web. 13 Mar. 2015.
Link: http://webster.austincollege.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=bth&AN=95394062&site=eds-live&scope=site
Seo, Yuri. "Electronic Sports: A New Marketing Landscape Of The Experience Economy." Journal Of Marketing Management 29.13/14 (2013): 1542-1560. Business Source Complete. Web. 18 Mar. 2015.
Link: http://webster.austincollege.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=bth&AN=91900373&site=eds-live&scope=site
Voulgari, Iro, Vassilis Komis, and Demetrios Sampson. "Learning Outcomes And Processes In Massively Multiplayer Online Games: Exploring The Perceptions Of Players." Educational Technology Research & Development 62.2 (2014): 245-270. Academic Search Complete. Web. 12 Mar. 2015.
Link: http://webster.austincollege.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=a9h&AN=94991052&site=eds-live&scope=site
Annotated Bibliography (Links)
1.http://www.gamasutra.com/view/news/178650/League_of_Legends_Changing_bad_player_behavior_with_neuroscience.php
Nutt, Christian. "League of Legends: Changing Bad Player Behavior with Neuroscience." Gamasutra.com. N.p., 5 Dec. 2012. Web.
Author Christian Nutt discusses how developer Riot Games is addressing the challenge of policing the League of Legends player community. The article features an interview with Riot Games’ lead producer Travis George, who delves into what steps the developer has taken to ensure that no online bullying occurs within the community space of their game. One major step, according to George, is the addition of a new team to deal with these specific community issues. The article is written for readers with prior knowledge of the game’s prominence.
Also see: http://arstechnica.com/gaming/2013/05/using-science-to-reform-toxic-player-behavior-in-league-of-legends/
http://arstechnica.com/tech-policy/2013/07/teen-remains-jailed-after-violent-comments-posted-on-facebook/
2.http://www.gamasutra.com/view/news/235746/If_you_want_your_studio_to_succeed_put_people_first__Riot.php
Graft, Kris. "If You Want Your Studio to Succeed, Put People First - Riot."Gamasutra.com. N.p., 4 Feb. 2015. Web.
The article features an interview with Riot Games’ CEO Brandon Beck, who emphasizes that his company's success is the result of the strong relationship between upper level executives and the development team. Again, Riot Games makes a point of highlighting an element of their own communal relationships, further showing their dedication to an atmosphere of cooperation. As Beck puts it, success lies within the relationships you have with the developer. “People,” come first for Beck. This article was written for people with a vested interest in the game development world.
3.http://www.nytimes.com/2014/10/12/technology/riot-games-league-of-legends-main-attraction-esports.html?_r=0
Segal, David. "Behind League of Legends, E-Sports’s Main Attraction."Nytimes.com. N.p., 10 Oct. 2014. Web.
Author David Segal explores League of Legends and the professional gaming community it has cultivated and grown. He interviews both Dustin Beck and older brother Brandon about the e-sports scene that the game has become increasingly invested in. Segal breaks down multiple facets of the game, covering everything from the financial model Riot Games has implemented to profit off of its player base, to the mechanics of the game itself. This article was written for people unfamiliar with this particular type of game.
4.http://arstechnica.com/gaming/2015/02/riot-games-ceo-admits-to-internal-battles-over-e-sports-overreach/
Machkovech, Sam. "Riot Games CEO Admits to Internal Battles over E-sports “overreach”." Arstechnica.com. N.p., 4 Feb. 2015. Web.
Arstechnica.com writer Sam Machkovech reports on the reality of some tension within developer Riot Games over their handling of various elements within the e-sports community. Riot admitted that rushed professional player contracts created strife internally which translated to complaints outside by the fan base. Ultimately, the article is proof that LOL is just as invested as its competitors in the e-sports scene. This article is intended for people with prior knowledge of the game.
5.http://www.gamasutra.com/view/news/223326/Riot_Games_parent_company_pushes_1_billion_in_quarterly_profits.php
Graft, Kris. "Riot Games Parent Company Pushes $1 Billion in Quarterly Profits." Gamasutra.com. N.p., 13 Aug. 2014. Web.
Further proof that League of Legends is much more than just a standard free to play title with microtransactions for cosmetic items, Graft’s report shines light on just how much revenue the game makes for one of its major investors. This reiterates the earlier point that Riot Games has built LOL as a platform not only for the casual player, but also the hardcore\professional enthusiasts who put a lot of time and money into the game. This article is intended for readers with prior knowledge of Riot Games.
6.http://arstechnica.com/gaming/2014/04/introducing-steam-gauge-ars-reveals-steams-most-popular-games/
Orland, Kyle. "Introducing Steam Gauge: Ars Reveals Steam’s Most Popular Games." Arstechnica.com. N.p., 15 Apr. 2014. Web.
Provides evidence that Dota 2 is an incredible asset to developer Valve in the promotion of their Steam platform. Provides detailed statistics showing that Dota 2 is the top game played on the Steam platform, with a staggering 3.8 billion hours played as of the time of the article. Proves that Valve relies on the title as its mainstay in a number of areas, including the promotion of both its community and its primary platform for distribution of services.
7.http://www.gamasutra.com/view/news/219736/Dota_2_tournament_prize_pool_surpasses_that_of_the_US_Open.php
Wawro, Alex. "Dota 2 Tournament Prize Pool Surpasses That of the U.S. Open." Gamasutra.com. N.p., 25 June 2014. Web.
Another staggering number to provide evidence of how prominent Dota 2 has become within the realm of e-sports, Alex Wawro reports on the huge prize pool at the international tournament for the game. Set to exceed $10 million in the summer of 2014, the money indicates the massive presence of the title in the international e-sports scene. The article is intended for readers with prior knowledge of the MOBA e-sports realm.
8.http://arstechnica.com/gaming/2014/07/espn-dips-its-cleats-into-the-e-sports-pool-with-dota-2-partnership/
Machkovech, Sam. "ESPN Dips Its Cleats into the E-sports Pool with Dota 2 Partnership." Arstechnica.com. N.p., 17 July 2014. Web.
The international match, with all of the sponsorships and money in the prize pool was a large enough event to merit interest from sports broadcasting powerhouse ESPN. In this case, Dota 2 is a flag-bearer for the e-sports community in turning what is a niche audience in the west into a pop culture phenomenon more akin to the reality of the games popularity overseas. With the visibility provided by ESPN and the huge prize pool creating headlines across the web, Valve’s goal of using Dota 2 as their spearhead in creating a larger community was quite a success in the summer of 2014.
9.http://arstechnica.com/gaming/2014/07/its-time-to-get-into-e-sports-and-valve-is-showing-the-way/
Bright, Peter. "It’s Time to Get into E-sports, and Valve Is Showing the Way."Arstechnica.com. N.p., 8 July 2014. Web.
Peter Bright further re-emphasizes the point that Dota 2 is a title that is creating a buzz for the e-sports world with its increasingly huge headlines. Bright also ties Dota 2 back into the larger picture of Valve’s promotional strategy for the Steam platform, as he also notes other games within the e-sports scene produced and supported by the company including Team Fortress 2 and Counter Strike: Global Offensive. By tying these two points together, Bright sheds light on the ultimate goal of the game for Valve. This title was written for people with prior knowledge of multiple titles within the greater professional gaming landscape.
10. http://arstechnica.com/staff/2013/09/at-the-age-of-32-i-finally-get-sports-thanks-to-dota-2/
Bright, Peter. "At the Age of 32, I Finally Get Sports, Thanks to Dota 2."Arstechnica.com. N.p., 17 Sept. 2013. Web.
Delving into the community aspect of the e-sports scene, Bright writes about how he deveolped into a huge fan of Dota 2 and the greater e-sports community. This article is especially useful as a resource to draw from as inspiration in my own personal analysis of both MOBA titles. The article was written for newcomers or those unaware of the MOBA e-sports environment.
Miscellaneous Links:
http://www.dota2.com/international/compendium/
http://www.ign.com/articles/2015/05/07/esports-officially-added-to-the-dictionary
http://gameinfo.na.leagueoflegends.com/en/game-info/get-started/summoners-code/
Link: http://www.academia.edu/11345364/The_Trojan_Player_Typology_A_Cross-Genre_Cross-Cultural_Behaviorally_Validated_Scale_of_Video_Game_Play_Motivations
Lobel, Adam, Isabela Granic, and Rutger C.M.E. Engels. "Stressful Gaming, Interoceptive Awareness, And Emotion Regulation Tendencies: A Novel Approach." Cyberpsychology, Behavior & Social Networking 17.4 (2014): 222-227.Academic Search Complete. Web. 13 Mar. 2015.
Link: http://webster.austincollege.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=bth&AN=95394062&site=eds-live&scope=site
Seo, Yuri. "Electronic Sports: A New Marketing Landscape Of The Experience Economy." Journal Of Marketing Management 29.13/14 (2013): 1542-1560. Business Source Complete. Web. 18 Mar. 2015.
Link: http://webster.austincollege.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=bth&AN=91900373&site=eds-live&scope=site
Voulgari, Iro, Vassilis Komis, and Demetrios Sampson. "Learning Outcomes And Processes In Massively Multiplayer Online Games: Exploring The Perceptions Of Players." Educational Technology Research & Development 62.2 (2014): 245-270. Academic Search Complete. Web. 12 Mar. 2015.
Link: http://webster.austincollege.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=a9h&AN=94991052&site=eds-live&scope=site
Annotated Bibliography (Links)
1.http://www.gamasutra.com/view/news/178650/League_of_Legends_Changing_bad_player_behavior_with_neuroscience.php
Nutt, Christian. "League of Legends: Changing Bad Player Behavior with Neuroscience." Gamasutra.com. N.p., 5 Dec. 2012. Web.
Author Christian Nutt discusses how developer Riot Games is addressing the challenge of policing the League of Legends player community. The article features an interview with Riot Games’ lead producer Travis George, who delves into what steps the developer has taken to ensure that no online bullying occurs within the community space of their game. One major step, according to George, is the addition of a new team to deal with these specific community issues. The article is written for readers with prior knowledge of the game’s prominence.
Also see: http://arstechnica.com/gaming/2013/05/using-science-to-reform-toxic-player-behavior-in-league-of-legends/
http://arstechnica.com/tech-policy/2013/07/teen-remains-jailed-after-violent-comments-posted-on-facebook/
2.http://www.gamasutra.com/view/news/235746/If_you_want_your_studio_to_succeed_put_people_first__Riot.php
Graft, Kris. "If You Want Your Studio to Succeed, Put People First - Riot."Gamasutra.com. N.p., 4 Feb. 2015. Web.
The article features an interview with Riot Games’ CEO Brandon Beck, who emphasizes that his company's success is the result of the strong relationship between upper level executives and the development team. Again, Riot Games makes a point of highlighting an element of their own communal relationships, further showing their dedication to an atmosphere of cooperation. As Beck puts it, success lies within the relationships you have with the developer. “People,” come first for Beck. This article was written for people with a vested interest in the game development world.
3.http://www.nytimes.com/2014/10/12/technology/riot-games-league-of-legends-main-attraction-esports.html?_r=0
Segal, David. "Behind League of Legends, E-Sports’s Main Attraction."Nytimes.com. N.p., 10 Oct. 2014. Web.
Author David Segal explores League of Legends and the professional gaming community it has cultivated and grown. He interviews both Dustin Beck and older brother Brandon about the e-sports scene that the game has become increasingly invested in. Segal breaks down multiple facets of the game, covering everything from the financial model Riot Games has implemented to profit off of its player base, to the mechanics of the game itself. This article was written for people unfamiliar with this particular type of game.
4.http://arstechnica.com/gaming/2015/02/riot-games-ceo-admits-to-internal-battles-over-e-sports-overreach/
Machkovech, Sam. "Riot Games CEO Admits to Internal Battles over E-sports “overreach”." Arstechnica.com. N.p., 4 Feb. 2015. Web.
Arstechnica.com writer Sam Machkovech reports on the reality of some tension within developer Riot Games over their handling of various elements within the e-sports community. Riot admitted that rushed professional player contracts created strife internally which translated to complaints outside by the fan base. Ultimately, the article is proof that LOL is just as invested as its competitors in the e-sports scene. This article is intended for people with prior knowledge of the game.
5.http://www.gamasutra.com/view/news/223326/Riot_Games_parent_company_pushes_1_billion_in_quarterly_profits.php
Graft, Kris. "Riot Games Parent Company Pushes $1 Billion in Quarterly Profits." Gamasutra.com. N.p., 13 Aug. 2014. Web.
Further proof that League of Legends is much more than just a standard free to play title with microtransactions for cosmetic items, Graft’s report shines light on just how much revenue the game makes for one of its major investors. This reiterates the earlier point that Riot Games has built LOL as a platform not only for the casual player, but also the hardcore\professional enthusiasts who put a lot of time and money into the game. This article is intended for readers with prior knowledge of Riot Games.
6.http://arstechnica.com/gaming/2014/04/introducing-steam-gauge-ars-reveals-steams-most-popular-games/
Orland, Kyle. "Introducing Steam Gauge: Ars Reveals Steam’s Most Popular Games." Arstechnica.com. N.p., 15 Apr. 2014. Web.
Provides evidence that Dota 2 is an incredible asset to developer Valve in the promotion of their Steam platform. Provides detailed statistics showing that Dota 2 is the top game played on the Steam platform, with a staggering 3.8 billion hours played as of the time of the article. Proves that Valve relies on the title as its mainstay in a number of areas, including the promotion of both its community and its primary platform for distribution of services.
7.http://www.gamasutra.com/view/news/219736/Dota_2_tournament_prize_pool_surpasses_that_of_the_US_Open.php
Wawro, Alex. "Dota 2 Tournament Prize Pool Surpasses That of the U.S. Open." Gamasutra.com. N.p., 25 June 2014. Web.
Another staggering number to provide evidence of how prominent Dota 2 has become within the realm of e-sports, Alex Wawro reports on the huge prize pool at the international tournament for the game. Set to exceed $10 million in the summer of 2014, the money indicates the massive presence of the title in the international e-sports scene. The article is intended for readers with prior knowledge of the MOBA e-sports realm.
8.http://arstechnica.com/gaming/2014/07/espn-dips-its-cleats-into-the-e-sports-pool-with-dota-2-partnership/
Machkovech, Sam. "ESPN Dips Its Cleats into the E-sports Pool with Dota 2 Partnership." Arstechnica.com. N.p., 17 July 2014. Web.
The international match, with all of the sponsorships and money in the prize pool was a large enough event to merit interest from sports broadcasting powerhouse ESPN. In this case, Dota 2 is a flag-bearer for the e-sports community in turning what is a niche audience in the west into a pop culture phenomenon more akin to the reality of the games popularity overseas. With the visibility provided by ESPN and the huge prize pool creating headlines across the web, Valve’s goal of using Dota 2 as their spearhead in creating a larger community was quite a success in the summer of 2014.
9.http://arstechnica.com/gaming/2014/07/its-time-to-get-into-e-sports-and-valve-is-showing-the-way/
Bright, Peter. "It’s Time to Get into E-sports, and Valve Is Showing the Way."Arstechnica.com. N.p., 8 July 2014. Web.
Peter Bright further re-emphasizes the point that Dota 2 is a title that is creating a buzz for the e-sports world with its increasingly huge headlines. Bright also ties Dota 2 back into the larger picture of Valve’s promotional strategy for the Steam platform, as he also notes other games within the e-sports scene produced and supported by the company including Team Fortress 2 and Counter Strike: Global Offensive. By tying these two points together, Bright sheds light on the ultimate goal of the game for Valve. This title was written for people with prior knowledge of multiple titles within the greater professional gaming landscape.
10. http://arstechnica.com/staff/2013/09/at-the-age-of-32-i-finally-get-sports-thanks-to-dota-2/
Bright, Peter. "At the Age of 32, I Finally Get Sports, Thanks to Dota 2."Arstechnica.com. N.p., 17 Sept. 2013. Web.
Delving into the community aspect of the e-sports scene, Bright writes about how he deveolped into a huge fan of Dota 2 and the greater e-sports community. This article is especially useful as a resource to draw from as inspiration in my own personal analysis of both MOBA titles. The article was written for newcomers or those unaware of the MOBA e-sports environment.
Miscellaneous Links:
http://www.dota2.com/international/compendium/
http://www.ign.com/articles/2015/05/07/esports-officially-added-to-the-dictionary
http://gameinfo.na.leagueoflegends.com/en/game-info/get-started/summoners-code/