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Understanding Tilt in Esports: A Study on Young League of Legends Players

Published: 07 May 2021 Publication History

Abstract

Tilt as a gaming term is associated with frustration, rage, and deterioration of gameplay ability. In this exploratory study, we surveyed 95 esports players in a high school esports league on their definitions of tilt, triggers for tilting, responses to tilt, and perception of its malleability. We found that players are tilted most commonly by their own teammates rather than opponents, with their most negative tilt responses reserved for themselves. The majority surveyed believe that they can change how easily they are tilted and believing so was found to lead players to choose more positive responses to tilt. In contrast, perceiving tilt as malleable was found to increase the probability that participants respond with positive strategies. Implications for efforts to improve esports culture and community are discussed.

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Cited By

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  • (2024)ESPORT: Electronic Sports Professionals Observations and Reflections on TrainingPhysical Culture and Sport. Studies and Research10.2478/pcssr-2024-0021Online publication date: 18-Jun-2024
  • (2024)Structures that tilt: Understanding “toxic” behaviors in online gamingNew Media & Society10.1177/14614448241270446Online publication date: 19-Aug-2024
  • (2024)Transgressive play or playful transgressions? Dynamic interpretations of toxic behaviour in multiplayer online gamesInformation, Communication & Society10.1080/1369118X.2024.2388073(1-17)Online publication date: 13-Aug-2024
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cover image ACM Conferences
CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
May 2021
10862 pages
ISBN:9781450380966
DOI:10.1145/3411764
This work is licensed under a Creative Commons Attribution-NonCommercial International 4.0 License.

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Publication History

Published: 07 May 2021

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Author Tags

  1. esports
  2. social-emotional learning
  3. stress
  4. tilt

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  • Research
  • Refereed limited

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  • Samueli Foundation

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Cited By

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  • (2024)ESPORT: Electronic Sports Professionals Observations and Reflections on TrainingPhysical Culture and Sport. Studies and Research10.2478/pcssr-2024-0021Online publication date: 18-Jun-2024
  • (2024)Structures that tilt: Understanding “toxic” behaviors in online gamingNew Media & Society10.1177/14614448241270446Online publication date: 19-Aug-2024
  • (2024)Transgressive play or playful transgressions? Dynamic interpretations of toxic behaviour in multiplayer online gamesInformation, Communication & Society10.1080/1369118X.2024.2388073(1-17)Online publication date: 13-Aug-2024
  • (2024)Tilt in esports: Understanding the phenomenon in new digital contextsComputers in Human Behavior Reports10.1016/j.chbr.2024.10042514(100425)Online publication date: May-2024
  • (2023)Using imagery to build confidence in esportsJournal of Imagery Research in Sport and Physical Activity10.1515/jirspa-2022-002318:s1Online publication date: 8-Mar-2023
  • (2023)The Cognitive Skills in Interpretation of Spatial Situations in the League of Legends gameSimulation and Gaming10.1177/1046878123116561654:3(322-347)Online publication date: 1-Jun-2023
  • (2023)Playing with Emotions: A Systematic Review Examining Emotions and Emotion Regulation in Esports PerformanceProceedings of the ACM on Human-Computer Interaction10.1145/36110417:CHI PLAY(558-587)Online publication date: 4-Oct-2023
  • (2023)Tiltometer: Real-Time Tilt Recognition in Esports2023 11th International Conference on Affective Computing and Intelligent Interaction Workshops and Demos (ACIIW)10.1109/ACIIW59127.2023.10388192(1-3)Online publication date: 10-Sep-2023
  • (2023)Clutch or Gay: Experiences of Gaymers in Valorant PhilippinesEsports in the Asia-Pacific10.1007/978-981-99-3796-7_9(185-206)Online publication date: 25-Oct-2023
  • (2022)Esports Governance: An Analysis of Rule Enforcement in League of LegendsProceedings of the ACM on Human-Computer Interaction10.1145/35555416:CSCW2(1-28)Online publication date: 11-Nov-2022
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