• Title/Summary/Keyword: 리그오브레전드

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Quantitative Analysis for Win/Loss Prediction of 'League of Legends' Utilizing the Deep Neural Network System through Big Data

  • No, Si-Jae;Moon, Yoo-Jin;Hwang, Young-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.4
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    • pp.213-221
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    • 2021
  • In this paper, we suggest the Deep Neural Network Model System for predicting results of the match of 'League of Legends (LOL).' The model utilized approximately 26,000 matches of the LOL game and Keras of Tensorflow. It performed an accuracy of 93.75% without overfitting disadvantage in predicting the '2020 League of Legends Worlds Championship' utilizing the real data in the middle of the game. It employed functions of Sigmoid, Relu and Logcosh, for better performance. The experiments found that the four variables largely affected the accuracy of predicting the match --- 'Dragon Gap', 'Level Gap', 'Blue Rift Heralds', and 'Tower Kills Gap,' and ordinary users can also use the model to help develop game strategies by focusing on four elements. Furthermore, the model can be applied to predicting the match of E-sports professional leagues around the world and to the useful training indicators for professional teams, contributing to vitalization of E-sports.

Copying Theory in Translating Games: Based on the Game 'League of Legends' (게임 번역에서의 외래어 사용에 대하여: 게임 '리그 오브 레전드'를 중심으로)

  • Won, Ho-Hyeuk;Gu, Bon-Hyeok;Kim, Hyoung-Youb
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.135-148
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    • 2018
  • In this study, we suggest that Copying Theory suggested by Pym could be effective in translating games. Languages used in games are based on English because of the history of games mainly developed in America. When people are playing games, people pursue effective communication. Because of this, they transform translated words into simple forms or original foreign languages to communicate each other for effective communication, The usage of English in game translation and communication support the idea that Copying strategy could be effective in translating games.

Design and Application of a Winning Forecast Model of the AOS Genre Game (AOS 장르 게임의 승패 예측 모형의 설계와 활용)

  • Ku, Ji-Min;Yu, Kyeonah
    • KIISE Transactions on Computing Practices
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    • v.23 no.1
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    • pp.37-44
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    • 2017
  • Games of the AOS genre are classified as an e-sport rather than a recreational computer game. The involved statistical analyses such as game playing patterns and the season's characters gain importance due to the expertise-requiring nature of sports. In this study, the strategic analysis of computer games was conducted by using data mining techniques on League of Legend, a representative AOS game. We designed and tested a winning forecast model using winning percentage prediction techniques such as logistic regression analysis, discriminant analysis, and artificial neural networks. The game data analysis results were represented by a probabilistic graph and used in the visualization tool for game play. Experimental results of the winning forecast model showed a high classification rate of 95% on average with potential for use in establishing various strategies for game play with the visualization tool.

Development of game indicators and winning forecasting models with game data (게임 데이터를 이용한 지표 개발과 승패예측모형 설계)

  • Ku, Jimin;Kim, Jaehee
    • Journal of the Korean Data and Information Science Society
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    • v.28 no.2
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    • pp.237-250
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    • 2017
  • A new field of e-sports gains the great popularity in Korea as well as abroad. AOS (aeon of strife) genre games are quickly gaining popularity with gamers from all over the world and the game companies hold game competitions. The e-sports broadcasting teams and webzines use a variety of statistical indicators. In this paper, as an AOS genre game, League of Legends game data is used for statistical analysis using the indicators to predict the outcome. We develop new indicators with the factor analysis to improve existing indicators. Also we consider discriminant function, neural network model, and SVM (support vector machine) for make winning forecasting models. As a result, the new position indicators reflect the nature of the role in the game and winning forecasting models show more than 95 percent accuracy.

Predicting win-loss using game data and deriving the importance of subdivided variables (게임데이터를 이용한 승패예측 및 세분화된 변수 중요도 도출 기법)

  • Oh, Min-Ji;Choi, Eun-Seon;Oui, Som Akhamixay;Cho, Wan-Sup
    • The Journal of Bigdata
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    • v.5 no.2
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    • pp.231-240
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    • 2020
  • With the development in the IT industry and the growth in the game industry, user's game data is recorded in seconds according to various plays and options, and a vast amount of game data can be analyzed based on Bigdata. Combined with business, Bigdata is used to discover new values for profit creation in various fields, but it is utilized in the game industry in insufficient ways. In this study, considering the characteristics of the subdivided lines, we constructed a win-loss prediction model for each line using the game data of League of Legends, and derived the importance of variables. This study can contribute to planning of strategies for general game users to get information about team members in advance and increase the win rate by using the record search sites.

A Study on Immersion Degree of Players Depending on Figurative Characteristics of Game Characters (게임 캐릭터의 조형적 특성에 따른 플레이어의 몰입도에 관한 연구)

  • Park, Chan-Ik
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.271-276
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    • 2020
  • This study is intended to compare and analyze the figurative characteristics of game characters focusing on the MMO shooting game 'Battle Ground' and the MOVA game 'League of Legends,' which currently have the largest number of users in Korea, in order to assess how much effect the figurative shape of game characters has on the immersion of players. As a result, the shape of characters from MOVA or MMORPG games with storytelling as an important factor was revealed to have a greater effect on the immersion degree of players than that of the characters from fast-paced shooting games. In particular, it was found that in games where the level of each character is raised as items are added, the height of most characters is the same as their own eight or nine heads, which is longer than ordinary people.

Effectiveness of e-Sports Online Training Program for Relieving Youth Game Over-flow: Focusing on 'Online LoL(League of Legends) Game School' (청소년 게임 과몰입 해소를 위한 e-스포츠 온라인 수련활동 프로그램 효과성 연구 : '온라인 롤(League of Legends: LoL) 게임학교'를 중심으로)

  • Choi, Junghye Fran;Bang, Seungho
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.133-142
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    • 2021
  • This study investigated the effectiveness of 'League of Legends (LoL) game school', an e-sports online training program for relieving youth game over-flow. The Seoul Metropolitan Office of Education's Student Education Institute ran the program. Through this study, it was found that various activities to learn an e-sports game professionally and to explore career paths regarding game had positive effects on students' affections and intrinsic motivation. This study may contribute to helping youth as generation Z understand a healthy game culture.

What Factors Influence on Immoral Behavior in Games? - Focused on user identity, moral perception toward in-game rules, and moral positioning (게임 내 비도덕적 행동에 대한 영향 요인 연구 - 이용자 정체성, 게임규칙 인식 및 도덕적 포지셔닝을 중심으로)

  • Lee, Sung Je;Piao, Mei Ying;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.149-160
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    • 2021
  • Recently in the gaming market, immoral game behaviors such as flaming, trolling, and illegal program use have drawn attention as serious problems. With 209 gamers of , this study analyzed the effects of perception toward in-game rules, social identity, moral identity, and moral positioning with control of gender and gaming time. Results showed that moral identity and formal moral perception toward in-game rules had positive effects while moral positioning and social identity had negative effects on immoral behavior. Notably, moral identity had interaction effect with moral positioning.