League of Legends Research Study
SI 311: UX & Gaming Research Final Report by Adrian Berrigan
Table of Contents
Table of Contents 1
Executive Summary 2
Research Methods & Introduction 3-8
Post-Match Survey Results 9-11
Observational Study Results 12-13
Wrap-Up Interview Results 14
Limitations & Confounding Variables 15
Takeaways & Recommendations 16-17
Appendices 18
Appendix A: Observational Study Control Group Script 19
Appendix B: Observational Study Treatment Group 1 Script 20
Appendix C: Observational Study Treatment Group 2 Script 21
Appendix D: Wrap-Up Interview Control Group Script 22
Appendix E: Wrap-Up Interview Treatment Group 1 Script 23
Appendix F: Wrap-Up Interview Treatment Group 2 Script 24
Executive Summary
What is League?
League of Legends is a multiplayer online battle arena (MOBA) where you fight in teams of five to destroy your opposing team’s base. Everyone chooses a different character with individual strengths and weaknesses. Matches typically last around 30 minutes and the combat is top down isometric style with similar controls to a RTS/MMO hybrid.
Study Description
I conducted a series of ~ 1-hour playtests (two 5v5 matches) to evaluate the impact that “team chat” and “all chat” have on the emotional and satisfaction levels of League’s active players
Intended Impact
To provide a better understanding of the effect All Chat and Team Chat has on players and determine whether they are beneficial for the game. The end goal of this being an improvement in players’ overall satisfaction and team satisfaction.
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Study Objectives
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02
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Compare self-reported emotional and satisfaction levels of players who have access to either team or all chat compared to players with chat disabled
Identify negative effects that these chats have on players, such as increased levels observed of toxicity or harassment
Determine the impact having access to chat has on overall engagement and experience with the game
Observe the emotions that players experience during a League of Legends game and how these emotions differ depending on chat access
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Research Questions
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Study Setup
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Control Group
One: Chat Disabled
Sample
Nine active League of Legends players (10 games played with last month minimum)
Treatment Groups
Two: (All Chat + Team Chat) & (Team Chat Only)
Recruitment
Players recruited via word of mouth
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Study Setup - Recruitment Details
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Study Setup - Sample Details
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GENDER
12%
88%
Male
Female
Gold 11%
Masters 11%
Diamond 22%
Platinum 55%
Study Design & Implementation
Assign & Setup
Playtest & Survey
Complete random assignment to guarantee 3 participants per group. Inform player of their group and have them enable/disable chat accordingly
Experience Interview
Observe each player play through two games. After each game have them complete a post-match survey
Participants complete short (under 10 minute) interview about their experience
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Post-Match Survey
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Key Post-Match Survey Findings
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Post-Match Survey Data
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Observational Study
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Observational Findings
A
B
Pings
Participants within the control group used ping based communication at a higher rate than their chat enabled counterparts. This seemingly increased their teams usage of pings and based on my personal observations led to better all around macro, play calls, and rotations
Teammates
Players in the treatment groups were VERY vocal about their teammates (likely due to the nature of the experiment). Multiple participants verbally stated things like “I’m not normally this toxic” after typing negative statements towards their teammates. They seemed to be more aware of chat than they otherwise would have been outside of an experiment.
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Wrap-Up Interview Overview & Findings
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Study Limitations
Bias
Confounding Variables
Study participants ended up being recruited were people either I knew or my friends knew. This is means there is a high probability of my study results having certain biases
Sample Size
A confounding variable I didn’t think of is game mode. Some people played norms and some played ranked. Player rank was also not well distributed. No “low elo” players were represented in my sample and they might respond differently
A lot of the quantitative analysis I did does not have enough data to be viewed as statistically significant. I would need a far larger sample size
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Takeaways
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Recommendations & Future Research
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Appendices
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Appendix A: Observational Study Start (Control Group)
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Appendix B: Observational Study Start (Treatment Group: Team Chat Only)
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Appendix C: Observational Study Start (Treatment Group: Team Chat + All Chat Enabled)
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Appendix D: Wrap-Up Interview (Control)
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Appendix E: Wrap-Up Interview (Treatment: Team Chat Only)
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Appendix F: Wrap-Up Interview (Treatment: Team Chat + All Chat Enabled)
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