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MOBA games: A literature review

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DOI: 10.1016/j.entcom.2018.02.005

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Entertainment Computing 26 (2018) 128–138

Contents lists available at ScienceDirect

Entertainment Computing
journal homepage: www.elsevier.com/locate/entcom

MOBA games: A literature review T



Marçal Mora-Cantallops , Miguel-Ángel Sicilia
University of Alcalá, Alcalá de Henares, Madrid, Spain

A R T I C L E I N F O A B S T R A C T

Keywords: This article aims to perform a literature review of the available research that focuses strictly on MOBA (mul-
MOBA tiplayer online battle arena) games. First, a review identifying the relevant papers published since 2011 is
Multiplayer online battle arena conducted, exploring them systematically to extract similarities, gaps and main findings. Results show how
Literature review League of Legends is the most explored game, with player experience and toxic behaviour as popular topics for
League of Legends
research. Second, as MOBA games remain underexplored by researchers despite their vast, enthusiast commu-
LOL
DotA
nity, as well as projection and influence on contemporary game designers, a proposal on future lines for research
is provided.

1. Introduction fan-made custom map for Blizzard’s real-time strategy (RTS) game
StarCraft, Aeon of Strife (AoS), back in 1998, by a modder (an in-
Some 205 million people watched or played eSports in 2014 [3]. dividual who deliberately modifies games to his advantage or for fun)
Among them, MOBA games are in the lead, both in players and called Aeon64. While AoS set the basics, it wasn’t until Defense of the
watchers. The League of Legends Championship sold out Staples Center Ancients (DOTA) when the MOBA genre was born as we know it today.
in 2013, then sold out the 40,000-seat World Cup Stadium in Seoul a In 2009, Riot Games released League of Legends (LoL) with a com-
year later while drawing an online audience of 27 million. However, pletely different pricing approach: it was free to play. Anyone could
even though many players are drawn every day to MOBA games, re- download it and play with a rotating selection of heroes and some
search on the subject is still at an early stage. This paper aims to reflect limitations – extra content could be purchased in-game, though.
the current research landscape focused strictly on MOBA games, in Besides LoL, the second most popular MOBA game as of today (with
order to provide a summary of the topics covered and to open venues more than 11 million unique players per month according to their
for new lines of investigation. website) is DOTA 2, which was released in 2013 through Valve’s
Existing studies acknowledge the early stage of current research on STEAM digital store. Both games are similar in concept but they differ
MOBA games. “Despite its vast, enthusiast community and influence on in execution; overall, League of Legends simplified DOTA while DOTA 2
contemporary game designers, the MOBA remains under-explored by is often considered more demanding and strategically complex than
academics” [9]. But few games exhibit a greater need for socially-aware LoL. Moreover, both feature a massive number of players, although LoL
services than this relatively new genre [17] which brings new ways of has a significantly larger player base.
collaboration and competition on the table, gender and cultural chal- However, they are not alone: a myriad of other titles such as Smite
lenges and even new social networks which need to deal with the in- [30], Heroes of Newerth and Heroes of the Storm, the recent entry from
herent toxic behaviour that arises in these contexts. Blizzard itself, are also played by millions of players every month.
In essence, MOBA games are a subgenre of real-time strategy games Mobile MOBAs do exist too, with titles such as Vainglory.
in which two teams, typically consisting of five players each, compete MOBAs provide an unprecedented research opportunity due to the
against each other with each player controlling a single character. combination of two factors: the huge number of players (and eSports
Contrary to real-time strategy games, there is no unit or building con- viewers) they attract and how easy it is to access part of the generated
struction in a MOBA game, so “much of the strategy revolves around and recorded in-game data. APIs (functions allowing the creation of
individual character development and cooperative team play in applications which access such applications’ data and retrieve it) are
combat” [33]. available and even officially supported. There are, however, some
Two of the three most played PC games are MOBA games: League of problematic features too: MOBA games are often patched, so the game
Legends and DOTA 2 [5]. And yet, it all started from a small and niche changes regularly. Professional teams are unstable, frequently


Corresponding author.
E-mail address: marcal.mora@edu.uah.es (M. Mora-Cantallops).

https://doi.org/10.1016/j.entcom.2018.02.005
Received 19 February 2017; Received in revised form 14 February 2018; Accepted 19 February 2018
Available online 21 February 2018
1875-9521/ © 2018 Elsevier B.V. All rights reserved.
M. Mora-Cantallops, M.-Á. Sicilia Entertainment Computing 26 (2018) 128–138

appearing and disappearing before relevant conclusions can be drawn. pay attention to online games because actions are quantifiable. A wide
Users are everywhere and they play a lot, so wide datasets become range of predefined actions for supporting social interaction (e.g.,
unmanageable. friendship, communication, trade, enmity, aggression, and punishment)
Metagaming is also vital in MOBA games. Metagaming is hard to reflect either positive or negative connotations among game players,
define, but it basically involves everything that happens regarding the and they are unobtrusively recorded by game servers [16]. As more and
game outside the game. Community talk, professional spectatorship, more human activities are moving to the Web, the Web has become a
webpages with statistics… they all shape the way the game is played. reflection of modern society. Data is easily available and can be used to
The reason for the significance of the metagame in League of Legends study human relations and behavioural patterns. Thus, the Web pro-
and other multiplayer games can be related to the principles of ludus vides an unprecedented opportunity to observe social interaction on the
and paidia, proposed by Caillois [2], which form a central part of play large scale [24]. MOBA games provide all that is needed to take ad-
theory. The League of Legends metagame and the process of meta- vantage of this opportunity: scale, data and relevancy. Furthermore,
gaming is such a major part of competitive play that, while it may not they are closely linked with a related phenomenon, eSports, which is
be required to participate, it is certainly required to be effective in the not only significant from viewers’ point of view but also getting more
competitive environment, especially at higher levels [6]. commercial and marketing attention than many traditional broadcasted
Although the interest in MOBA games for research increases in sports. “Video games have reached a level of sophistication and com-
parallel to the genre’s popularity, existing research often lacks a mul- petitiveness that not only can gamers make a living playing them, they
tidisciplinary approach and is confined to a single field of study (such as can make quite a comfortable living” [16]. All these topics create new
Information Systems, Psychology or Sociology). This motivates us to requirements on current research and bring us to the second research
systematically evaluate the status of the field of MOBA games from an question, which is:
empirical perspective, and to provide guidance for future progress. To
the best of our knowledge this represents the first attempt to do so. RQ.2: What topics have already been covered in literature but need
Literature reviews aim first to collect and critically analyse multiple further development and research?
research studies in a structured methodology and, afterwards, to in-
vestigate the gaps, needs and opportunities for future research. 3. Review outline
Although systematic reviews are typical in Medicine, they are also
often applied to Information Systems (IS). Šmite, Wohlin, Gorschek and The present literature review has followed the raw model used by
Feldt [30] conducted a systematic review in order to evaluate the status Šmite et al. [30]. The review process also complied with the guidelines
of the field of global software engineering from an empirical perspec- and procedures described in Systematic reviews in the social sciences: A
tive which has been used as the basic raw model for the current lit- practical guide [22]. It is worth mentioning that no previous reviews on
erature review on MOBA games. The current review also draws from MOBA games have been found.
Lugmayr and Grueblbauer [18], who used advanced text-mining An extensive search for research papers and articles was conducted
methods to investigate the gap between IS research and typical issues in the data retrieval phase. The main keyword (which was expected to
discussed in media industries. Both are good examples of what the be prevalent in the relevant papers) was “MOBA”, although it was
purpose of this review of literature is: to evaluate the status of the field found that, in test searches, that terminology was not yet in use by some
and to investigate its gaps. early studies and settled for words such as “DOTA-like” or simply re-
After this introduction, the rest of this paper is structured as follows: ferred to “DOTA”, the first representative of the genre. Therefore,
Section 2 introduces the Research Questions and the motivation behind “DOTA” was added as an independent term. Other game titles, such as
each of them. Section 3 outlines the principles of the review conducted. “LOL” or “DOTA2” were not included as the term “MOBA” was already
Section 4 presents the results of the study from all the available angles. established by the time they became popular. It has been checked,
Last, Section 5 draws conclusions on the previous sections. however, that excluding these terms doesn’t change the articles found.
The keywords were rather broad terms and the search was on full text,
2. Research questions the aim being to obtain as many articles as possible. In some engines,
“game” was treated differently than its plural, “games”, so both options
To understand the current literature around MOBA game studies, were included. The final search string was a Boolean expression con-
the following two general research questions were formulated. sisting of ((A1 OR A2) AND (B1 OR B2)) OR C1, where:
The main driver for conducting this review was to categorize and
summarize all the work that has been done around MOBA games, to A1- Multiplayer Online Battle Arena
identify gaps and commonalities in current research and to point to the A2- MOBA
main questions on the subject – thus forming a baseline, a stepping- B1- game
stone, for both present use by academics and future research. Therefore, B2- games
our first question is as follows: C1- DOTA

RQ.1: Regarding MOBA games, what aspects have been explored so The search strategy contained the following design decisions:
far in the available literature?
Searched databases: Springer Link, Wiley Online Library, Science
RQ.1 is divided into four subordinate questions: Direct, IEEE Xplore, Web of Science, and Google Scholar.
Searched items: Journal articles, conference papers, workshop
RQ.1.1: Which games and subjects are used for MOBA research? papers, technical reports and books.
RQ.1.2: When were studies published? Search applied on: Full text, to avoid exclusion of papers not in-
RQ.1.3: Where is the data obtained from? cluding searched keywords in abstracts or titles, or those using a
RQ.1.4: What topics are covered? different variant of the terms but which were relevant for the re-
view.
Moreover, the second aim was to understand the existing research Language: The search was limited to papers written in English. An
directions within MOBA studies and assess which topics have been additional test was conducted in Spanish and no relevant papers
covered and which remain under-explored. Among other reasons (such were found.
as impact on well-being or benefits and risks of game-play) researchers Publication period: Since 2011.

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M. Mora-Cantallops, M.-Á. Sicilia Entertainment Computing 26 (2018) 128–138

Table 1 following information represents all four perspectives to answer the


The four steps followed for filtering, reducing the number of studies from 84 to 23 in the which, when, where and what of MOBA game related research:
final selection.

Relevance analysis Inclusion criteria Papers left • Games analysed and subjects used for the investigation (which);
phase • Year published (when);
• Geographical location of the studies (where);
1. Search results - only English
- date: 2011 to present
84
• Topics addressed in the studies (what);
- contains the search strings
2. Removal of non - not editorials, master’s thesis, prefaces, 49 RQ.1.1 Which games and subjects are used for MOBA related
peer-reviewed discussions, comments, summaries, panels or research?
articles duplicates The first question we aim to answer is which are the subjects used in
3. Screening: - added references to studies that were 59
current research, which games are used the most and whether profes-
internal referenced as previous work in the 49 papers
references left and had not appeared in the search sional, amateur or non-experienced users take part in the existing
results documentation, in order to understand what the arrangements with
4. Focus exclusion - main focus on MOBA games 23 respect to the objects of investigation are.
upon full text - internal validity assessed
First, an overview of the games that are used as sources or as sub-
- originality of the study (newer studies over
the same data take priority) jects in the studies included (Fig. 1) is presented. A few articles [11,21]
have more than one game included. The study by Schlauch and Zweig
[28] was excluded as its general approach impacts all MOBAs without
MOBA games started to receive commercial attention by late 2008 mentioning or focusing on one of them alone. Being the “genre’s most
[32]. League of Legends was launched by the end of 2009 and Season 1 popular member” [9], it’s not unexpected to find League of Legends as
(the official kick-off for competitive play) took place from July 2010 to the game with the most appearances in the studies included, doing so in
August 2011. A test search with publication before 2011 didn’t produce more than 52%. Together with DOTA 2 (30.4%), that takes from the
relevant results. Therefore, the chosen publication period was from popularity of the game that started it all, DOTA (13%), they make up
2011 onwards. for basically all the relevant studies found. They have the largest player
The outcome of the search resulted in a total of 49 papers. After this, communities and have powerful APIs (Application Programming In-
a comprehensive review was conducted on the results, with special terfaces, tools that allow programmers to access and download data
attention to their bibliographies. This resulted in 10 additional articles generated by the game), which can explain their popularity among
obtained from the references found inside the original search that didn’t researchers. The single appearances of SMITE (once) and HoN (once in
emerge in the first search. This second iteration of articles was also a shared paper with DOTA) are testimonial and in the case of SMITE
included bringing the total up to 59 articles for revision and selection. due to its particular religious and mythological theme. No other games
The objective of the study selection that followed was to identify have been found in references.
those papers relevant to the objectives of the literature review, ac- On the other hand, what are the subjects used in the investigations
cording to the agreed scope. It is worth stating that the relevance included? There are two studies that fit in more than one category
analysis performed was not focused on evaluating the quality of the [15,29] but there is a clear leading category: studies that focus in what
paper as such; it was instead conducted to make sure that the studies happens in matches (e.g. for outcome prediction or modelling) and how
included were relevant to the field of MOBA games. players interact with the game (e.g. toxic behaviour or player churn)
The study selection is summarized in Table 1. using downloaded datasets account for more than half of the total
In order to make the process of synthesizing the gathered data ea- studies (56.5%). Amateur players or university students take the second
sier, a template for data extraction was designed. The extraction form is spot as most survey-related studies use them for their investigation
presented in Appendix A. (34.7%). In this case, for broadly conducted surveys (for example, such
The form responses were uploaded to a centralized spreadsheet that as the one conducted in [12], we consider the average will be an
was further used in the data synthesis phase. amateur player, as the percentage of professional ranked players is near
The first objective in this last phase was to summarize the main to zero in comparison. Three studies focus on the game itself, as Do-
areas of research related to MOBA games using quantitative methods. naldson [6] does regarding mechanics and metagame in LoL, Ferrari [9]
These quantitative summaries have been included in the results section, does studying how MOBA games evolved from generative to conven-
illustrated with diagrams that are supplemented by references to the tional play or Heidbrink et al. [10] does analysing religious elements in
papers included. SMITE. As before, this makes sense overall, as most of the data used for
In a second place, the need for a narrative synthesis of the studies the first category can be easily accessed via API calls and game logs,
found was identified. Multiple perspectives were used to highlight in- which make empirical and quantitative analysis more straightforward.
teresting relationships and trends within the reviewed articles, but due Moreover, amateur players are the vast majority of players in MOBA
to the very limited amount of data, statistical analysis was not feasible. games and are the most targetable public for studies that need to un-
On top, a relevant number of studies are currently opening new re- derstand players. On top, if an average user was to exist, it would in-
search paths, pointing to very interesting questions and lines of research deed be an amateur player, so it makes sense again to focus most in-
but still lacking depth. Therefore, the second part was limited to dis- vestigations on understanding the impact of MOBA games on amateur
cussion about the results of the included studies, identification of gaps players and vice versa.
and opportunities for future research. However, the first relevant research gaps are identified in Fig. 2.

• None of the selected studies is focused specifically on or includes


4. Results professional players (defining professional players as players that
play in professional eSports teams). In that respect, it’s true that
In this section, the results of the literature review are presented, Drachen et al. [7] attempt to relate player skill to spatio-temporal
based on the 23 papers that were finally selected (Table 2 is presented behaviour in order to understand the differences in behaviour be-
as a summary). tween amateur and professional players during a match, but doesn’t
In order to answer RQ.1, an analysis based on four perspectives of involve these players personally to understand their perspective on
the current literature in the MOBA games field is presented. The these differences.

130
Table 2
An overview of the data extracted from the papers in the systematic review, highlighting method used, subject game, research questions, themes and sample sizes.

Document Main Method Game RQs/Aim Themes Sample size

Batsford [1] Simulation DOTA 2 RQ1. To find an optimal path around the jungle MOBA Community –
Competition
Donaldson [6] Qualitative Review LOL RQ1. This article analyzes play in League of Legends through the lens of a binary model of expertise MOBA Community –
Competition
Drachen et al. [7] Controlled Experiment DOTA 2 RQ1. A method for extracting precise spatio-temporal information from DotA 2 replay files Behaviours 50 games
M. Mora-Cantallops, M.-Á. Sicilia

RQ2. Are there any differences in the behaviour of teams across skill tiers for the investigated features? Motivation
Engagement
Edge [8] Controlled Experiment DOTA 2 RQ1. Predict when players will leave Dota2 games early Prediction 50.000 games
Ferrari [9] Qualitative Review LOL RQ1. How did League of Legends emerge from a community of player-modders? MOBA Community –
RQ2. What are the rules and community conventions in LoL? Competition
Heidbrink et al. [10] Case Study SMITE RQ1. Introduction into method and methodology from the perspective of cultural studies Religion –
Johnson et al. [11] Survey DOTA 2 RQ1. How does PX (Player Experiences) differ between videogame genres? Behaviours 573 responses
Interviews LOL RQ2. What is the motivation for playing MOBA games and what is the PX during MOBA gameplay? Motivation 6 interviews
Engagement
Kahn et al. [12] Survey LOL RQ1. To create and validate a general scale to measure distinct dimensions of player motivation Behaviours 18.627 responses
Motivation
Engagement
Kou and Gui [13] Interviews LOL RQ1. How do strangers interact and collaborate in temporary teams? Collaboration 30 interviews
Ethnographic Fieldwork Teams 200 chat logs
Kou and Nardi [14] Case Study LOL RQ1. How does Riot Games deal with Anti-Social Behaviour? Behaviours 100 game logs
Interviews Motivation 10 interviews
Data analysis Engagement
Ethnographic Fieldwork
Kou and Nardi [15] Case Study LOL RQ1. Ethnographic study of governance in the League of Legends community Behaviours 1.200 cases
Interviews Motivation

131
Data analysis Engagement
Ethnographic Fieldwork
Kwak et al. [16] Controlled Experiment LOL RQ1a. How active are players in reporting toxic behavior? Behaviours ∼11 million player reports
RQ1b. How does the vague nature of toxic playing affect tribunal decisions? Motivation
RQ2. What is the difference between reporting behavior of the toxic player’s teammates and that of his Engagement
opponents?
RQ3. What is the impact of socio-political factors on toxic behavior?
RQ4. What is the relationship between toxic behavior, player reports, and team performance?
Losup et al. [17] Data analysis DOTA RQ1. Are the relationships we identify the result of players being simultaneously online by chance? MOBA Community > 2 million games
Qualitative Review RQ2. Are players (nodes) preserving their high-degree property over time? Competition
RQ3. Are the mappings we propose meaningful for MOBAs?
Mylak and Deja [20] Data analysis LOL RQ1. Is matchmaking in LoL fair? Matchmaking > 200.000 games
Qualitative Review RQ2. Develop a new matchmaking system for LoL
Nuangjumnonga and Mitomo Survey DOTA RQ1. To examine the correlation that exists between character roles in games and leadership in Behaviours 3.197 responses
[21] Heroes of everyday life Motivation
Newerth Engagement
Pobiedina et al. [23] Data analysis DOTA 2 RQ1. To investigate the influence of several factors on teams’ success Collaboration 872.040 data points
RQ2. To rank the importance of these factors according to their influence on the teams’ success Teams 10 players in 87.204
matches
Pobiedina et al. [24] Data analysis DOTA 2 RQ1. To examine cooperation within teams and success of teams Collaboration 872.040 data points
Teams 10 players in 87.204
matches
(continued on next page)
Entertainment Computing 26 (2018) 128–138
M. Mora-Cantallops, M.-Á. Sicilia Entertainment Computing 26 (2018) 128–138

• There are no studies on non-experienced players. What happens in


the first contact with a MOBA game, within an established com-

18.25 million matches


munity? What motivates a player to get into MOBA games? What

2.5 million players


are the differences between a new player and an experienced one? A
16.821 responses

28 million games
zero reference point is needed to validate the findings on more ex-

407 game logs


15 interviews

1120 games
Sample size

perienced buckets.
• Last but not least, the industry as a whole remains as a black spot
overall. The MOBA game market has had a rocket growth in the last


few years, and companies, games and eSports that didn’t exist four

MOBA Community
or five years ago are dominating the market today in a very singular
Violence studies

phenomenon that deserves to be researched with as much involve-

Matchmaking
Competition

Engagement
Behaviours
Motivation
Prediction

Prediction
ment from the industry as possible.
Themes

Gender

RQ.1.2 When were studies published?


Taking into account how recent the MOBA genre is, the results on
RQ5. Is (a) there a larger proportion of females who play with a romantic partner than those who do not

RQ6. Do (a) females play Support more than males, and specifically, (b) the more frequently a female

RQ7. Do (a) females who play with a romantic partner more frequently (as a proportion of total play)
RQ1. Exploratory investigation of mentorship and the development of expertise among League players

RQ3. Is (a) male players’ average level of skill higher than that of female players, (b) even for females

plays with a romantic partner (as a proportion of her total play), the more likely she is to play a Support

have weaker competitive abilities, while (b) males who play with a romantic partner more frequently

this view came as expected. Studies from 2011 were included in the
initial selection but there were no relevant studies found from 2011.
There is a single representative [21] from 2012. It is relevant enough,
though, that the game roles defined in Nuangjumnonga and Mitomo’s
RQ2. Do male players have a higher average number of matches played than females?

work are obsolete as of the time of writing because of metagame


changes, illustrating how the field quickly changes with time. “The
League of Legends being played at this moment by millions of players is
RQ4. Are females less confident in their ability to kill opponents than males?

and (b) are females more likely to play with a romantic partner than males?

not the same League of Legends that existed just 2 months ago” [6].
Are there any patterns that are predictive of successful outcomes?

Five articles date from 2013 and double that figure are found from the
RQ1. Are there topological clues that can predict the match outcome?

following year, 2014. 2015 so far (including only the first half of the
What are the main issues of the game's matchmaking system?
RQ2. What factors predict quitting or continuing to play the game?
(as a proportion of total play) have stronger competitive abilities?

year) already sits at seven included reports and is projecting to surpass


2014. Underexplored as it might be, more researchers are getting at-
and males who have played the same number of matches?

tracted to this field every day, as shown in Fig. 3.


RQ1. What is the state of the art for SNA in Gaming?

How can combat be modelled in MOBA games?

RQ.1.3 Where is the data obtained from?


When looking (Fig. 4) at the data or subjects used (where applic-
RQ1. What factors predict a high toxicity index?

able), it’s positive to see that most (64.7%) of the studies include in-
How can data be gathered from LoL?

formation from more than one geography, which goes in favour of their
validity. A few papers include data from a single region only.
RQ.1.4 What topics are covered?
To answer this question, during the qualitative analysis the topics of
investigation and major focus of each study were captured. The iden-
tified topics were classified under broader categories and each paper
was assigned to one of them, the one that represented it best. While the
topics covered are pretty extensive, there are only a few representatives
in each, as will be shown in the following summary, in no particular
RQs/Aim

order.
RQ1.
RQ2.
RQ1.
RQ2.
role?

4.1. Modelling and prediction

One of the main lines in research on MOBA games tries to under-


stand how to predict the outcome of games and what the best tactics
DOTA 2
General

and strategies to use are. In this sense, two main sub-lines have been
DOTA
Game

LOL

LOL

LOL

found: tactics modelling and strategy modelling, which are slightly


different. Strategy modelling usually involves trying to achieve the
Controlled Experiment

more general goal of determining the best way to spend resources.


Qualitative Review

Tactics modelling consists of trying to model how individual units


should be used and how combats can be won. In Yang et al. [33],
Main Method

Data analysis

Data analysis

Data analysis

combat is modelled using sequences of graphs and patterns are ex-


Case Study

Case Study
Interviews

tracted that are predictive of successful outcomes (both of combat and


Survey

Survey

of the entire game) with 80% accuracy.


Three articles have been found to fall on the strategy side, all with
different approaches. In Rioult et al. [27], an exercise of prediction
using topological measures on the team – area of the polygon described
by the players, inertia, diameter or distance to the base – is conducted,
Schlauch and Zweig [28]

highlighting its potential for a strategic analysis of team play. Work by


Drachen et al. [7] points in the same direction but making use of spatio-
Shores et al. [29]
Table 2 (continued)

Rioult et al. [27]

Véron et al. [31]


Ratan et al. [25]

Yang et al. [33]

temporal behaviours of the team. It also brings an additional and re-


levant variable to the mix: skill level. On the other hand, Batsford [1]
Document

leaves players aside and aims to calculate an optimal jungling route in


DOTA2 using various algorithms and looking at the experience ob-
tained over time. It is a different approach that fits into the same idea as

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M. Mora-Cantallops, M.-Á. Sicilia Entertainment Computing 26 (2018) 128–138

Fig. 1. MOBA games present in the included studies. League of Legends is the most explored game followed by DOTA 2.

Fig. 2. Subjects of study. Most studies are based on datasets extracted from the game or amateur players, while there are no studies on professional ones.

Fig. 3. Papers by year. Graph shows the growth of the interest in the field of MOBA games in the 2012–2015 period.

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M. Mora-Cantallops, M.-Á. Sicilia Entertainment Computing 26 (2018) 128–138

Fig. 4. Geographies present in the included studies. Most studies are global in scope.

the previous two examined papers [7,27]: what should players do to six buckets were identified, extending previous scales and linking mo-
play optimally in a match? tivation type to in-game behaviours.
Between player experience and motivation to play, an online vi-
4.2. Behaviour/motivation deogame issue appears: matchmaking. Especially critical in MOBA
games, as it impacts in balance, fairness and retention, Véron et al. [31]
Things get diverse when analysing the most discussed topic so far: conducted a deep analysis on millions of game sessions to understand
ten papers fall into this broad category, more than 43% of all studies. the weaknesses of LoL’s matchmaking system and proposed new
How do players behave and what motivates them to play (or leave)? courses of action to improve it. Likewise, Mylak and Deja [20] showed
Four subcategories have been identified. how LoL’s current matchmaking system is built on a base of conditions
that do not hold true in the presence of empirical data and proposed a
4.2.1. Toxic behaviour new ranking system that would potentially improve user experience.
Due to the amount of players and young people in MOBA games,
toxic behaviour stands out as the main worry among scientists. Even 4.2.3. Player churn
developers (such as LoL developer Riot) are focused on fighting against Almost as important as understanding toxic behaviour, player churn
toxic behaviour, with dedicated teams of staff [19]. In Kou and Nardi is a relevant problem for MOBA games. When players leave a game
[14–15], the effort of Riot Games to deal with it is first discussed via an early (mostly because they feel frustrated) it impacts the rest of the
ethnographic study on anti-social behaviour and the Tribunal system is team’s player experience. In Edge [8], a model for how a player frus-
presented, followed in the second paper with an investigation on the tration builds in response to relative control over the game’s outcome
hybrid governance system that evolves within the ambiguity of LoL’s was built, based on new motivation theory ideas, aiming to predict
rules. The Tribunal was a system introduced in May 2011 by Riot churning.
Games to manage player behaviour and to address the problem of
toxicity. 4.2.4. Leadership style
An article by Kwak et al. [16] goes a step beyond and explores toxic How does the two worlds of computer games and reality bridge
behaviour across different cultures (EU, NA, Korea) while trying to together to impact human lives? How does having two parallel worlds
connect it with several compelling theories from sociology and psy- effect the development of an individual’s characteristics? The urge to
chology. On top, it explores how group setting – in-group favouritism discover such profound relationships changing our society today is the
and out-group hostility – impacts on reporting other players that engage motivation behind the paper by Nuangjumnonga and Mitomo [21], as it
in undesired behaviours. aims to examine the correlation that exists between character roles in
Last, Shores et al. [29] examine deviance and develop a metric, games and leadership in everyday life. Using a survey, the relationship
toxicity index, to identify toxic players, while looking at the effects that between the respondent’s leadership style (authoritarian, democratic or
interacting with them has on retention. Relationships between toxicity laissez-faire) and game role (carry, support or ganker) is explored. It
and role, playing experience or number of friends in a team are also can be concluded that, although outdated versus current metagame –
covered in an attempt to understand what variables are indicative of roles have evolved – show how MOBA games can also be a useful tool to
deviance. bring together the world of videogames and reality, as well as to
measure their impact on human lives.
4.2.2. Player experience
Focusing on the player experience (or PX) over different videogame 4.3. Community/competition
genres, Johnson et al. [11] found that MOBA games stand out as of-
fering the most distinct PX, complementing their research with six in- According to Schlauch and Zweig [28], there have not been many
terviews to MOBA players. Although a limited sample, it provides im- in-depth analyses of social network in massive multiplayer online
portant initial understanding of the nature of the PX in MOBA games. games (MMOG) and even less in multiplayer online battle arena games
In Khan et al. [12], a large scale survey was conducted in North (MOBA) that stem from classic one-vs-one games. Social Network
American servers for LoL, in order to classify player motivations, and Analysis (SNA) is the application of network theory and metrics to data

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that contains actors and connections between them. The article is a The identified topics come as a result of the current review and also
state-of-the-art for SNA in gaming, with a special focus in the case of draw many ideas, as cited, from each paper’s future research section,
MOBA games. In the same line, Losup et al. [17] use a general form- which show that researchers are aware of the current early stage of
alism to extract social relationships from the interactions that occur MOBA studies.
between networked-game players. Few games exhibit a greater need for On modelling and prediction “current work has only begun to tap
socially-aware services than the relatively new genre of multiplayer into the rich and varied behavioural data available from MOBAs”[7].
online battle arenas (MOBAs). However, tactical and strategy analysis has been almost exclusively
One of the most unique aspects of MOBA games is the so-called been data-based, without including a qualitative complement from
metagame, which is of vital importance for understanding the game. players that could help understand the variables that predict most of the
Donaldson [6] analyses play in League of Legends through a binary variance related to success in matches.
model of expertise (mechanical and metagame), combining the in-game
and the out-game practices that could lead to competitive success. • Tactical gameplay analysis using encounter detection: team fights
MOBA may represent the first videogame genre co-created entirely are, most probably, the most decisive encounters in a MOBA match.
by a play community [9]. And because of that, Ferrari looks back to A deeper understanding of how these encounters should be managed
how MOBA games in general and League of Legends in particular reflect optimally would be required, together with validation using insights
the “rhetoric of the imaginary” in play theory applied to popular game from professional players.
design, from a handful modders to the mainstream public. • Tactical behaviour changes and shifts in professional teams and
their impact in the rest of players: metagame shifts happen over time
4.4. Teams / collaboration in MOBA games that change the champions that are played and the
strategies and tactics that are used. What’s the impact of a champion
MOBA games have a particular aspect that is potentially fascinating: selection in a professional competition that is seen by millions of
temporary teams are formed by complete strangers to fulfil relatively players (e.g. in the LCS - League of Legends Championship Series)
complex tasks in a short time. Kou and Gui [13] conducted an ethno- and how does this propagate into the thousands of matches played
graphic study via semi-structured interviews that aimed to answer how every day?
players interacted and collaborated with their teammates in temporary • Mining eSport’s tracks is opening interest in further application of
teams. these tools for analysing real time sport [27]. APIs ease the process
On the other hand, two complimentary works: Pobiedina et al. [24] of getting quantitative and empirical results from data extracted
worked towards understanding how an effective team could be formed from servers. This information can be used to predict the outcome of
and, to that interest, ran a statistical approach to identify factors that a match or improve a team performance. If that’s so, why couldn’t it
were related to the chance of a team to win a match. Afterwards, Po- be an open door to reapply it to real sports? And the other way
biedina et al. [23] ranked these factors according to their influence on round? Traditional sport could benefit from what is learned in vir-
team success. tual venues in an unprecedented way in history, especially in terms
of collaboration and competition in team-based sports. We can
4.5. Gender and cultural studies imagine a MOBA match as a basketball match with a variation of the
rules that puts three balls (lanes) in the field, where each player
Since videogames became of interest to researchers, gender, vio- takes his or her role while playing together to win the game. Team
lence and cultural studies have been linked to them. Since the early formation and team success should be linked closely with modelling
days, violence and videogames have always been in the public agenda and prediction to have a global picture that brings a better under-
and gender studies took the baton in the recent years. standing.
Ratan et al. [25] combined the results of a qualitative study with a
quantitative complement. It examined the barriers that female players Future research should also get closer to the players in order to
experience and, while extensive, it acknowledges that it only represents understand their experience playing MOBA games and what’s the im-
one first step in that direction and more research is required. Only two pact on wellbeing. It is suggested that measures related to competition,
female players (of quite similar demographics) took part in the quali- teamwork and sense of mastery [11], not so present across most of the
tative interviews, a factor that could be seen as a threat to internal genres, should be incorporated and further investigated in studies on
validity. player experience in MOBA games. It is in this line where the need to
On the cultural side, a unique article by Heidbrink et al. [10] was include the MOBA industry is identified: matchmaking, player churn
found; it gives a practical and basic introduction into methods applic- and toxic behaviour cannot be accurately researched without involving
able for researching different aspects and occurrences of religion in all parties and sharing their findings. For example, League of Legends
digital games, gamers and the practice of digital gaming, illustrated via developer, Riot, has a large Game User Research group that focuses on
a case study of the MOBA game Smite – with a religious themed their own game. Their research, however, is undisclosed and rarely
background -, in the only reference that uses that game as a subject of emerges as it’s considered strategic and, therefore, confidential. And
study. while matchmaking and player churn are relevant topics for the in-
Although often found in videogame-related research, no studies that dustry, mainly related to player retention, both could be left in a second
focus on violence in MOBA games were found. plane when toxic behaviour is present. Toxic players affect negatively
on the development of online communities and represent a social pro-
5. Topics for further development and research blem that could even lead to the undesired cyberbullying or gender and
cultural discrimination. Designers should take an active role in teaching
As part of the literature review for MOBA games, the second ob- and encouraging positive community norms, especially when inter-
jective (RQ.2) consisted in identifying future research lines and the acting with newer players and researchers could help by defining and
existing gaps that would need to be addressed in order to understand testing what these norms should be in order to be effective. Further-
the field in a broader sense. more, a deeper understanding of the factors that can be used to identify

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toxic players is needed as variables in [29] were not experimentally carried out, as two interviews and a survey with only 4.1% female
manipulated and this causal inferences are limited. participation might fall short as a sample.
Last but not least, an idea drawn from a thesis opens an interesting
• Beyond gaming, toxic behaviour studies have great potential be- dilemma regarding gaming and free labour exploitation. This represents
cause teams are an essential building block of modern organizations. a potential breaking line of research.
Also, in the current globally distributed workspace, collaboration
through an electronic channel is pervasive. This often results in a • To explore the way in which free labour and user–generated content
goal-oriented group that lacks social connections. Such settings can are part of the current structure and business model of the e-Sports
accelerate the tendency to blame others, further escalated by the industry. Specifically the competitive industry of League of Legends
individuals’ unfamiliarity with remote partners [4]. Competitive helps us to understand the nature and growth of e-Sports as well as
games in general, and the LoL Tribunal in particular, are thus a the way in which business that are founded by models of the free to
valuable asset to capture group conflicts in the virtual space and test play variety have continuously subjected gamers to exploitation.
effective treatments for them. Solutions for toxic play in team Through the fantasy of professionalization, the gamer is propelled
competition online games could have huge impact for real-world into a market in which such exploitation is necessary to the potential
scenarios, and not just virtual spaces [16]. of becoming a celebrity within the wider gaming community. To
make it so that gamers are more willing to participate in such a
The field of social-networks research applied to networked games is culture of free labour, professional and competitive league play is
rich and could lead to important improvements in gameplay, with di- had, as well as actual money [26].
rect repercussions to networked-resource consumption and quality-of-
experience [17]. This same study identifies the need to complement this Since research within immature disciplines tends to be more ex-
work with other theories, mainly social and psychological. ploratory in nature than research in mature fields that focus more on
Two very promising research lines appear close to the border be- testing hypothesis, methods or tools, most of the studies found re-
tween the virtual and the real world, as these are topics omnipresent in cognize this nature by themselves and agree in the early stages of
forums and wikis related to the genre, and so of utmost relevancy to MOBA game research.
their users and players:
6. Validity threats
• Understanding the metagame: the world formed around MOBA
games is way bigger than the games themselves. Of special interest The idea behind the present review is to capture the current status
is to look at the effects of unconventional forms of play. of the MOBA research in a systematic way, showing how the review was
• Temporary teams: more research needs to be done to uncover player conducted. The external validity (regarding the possibility to generalize
experience of playing with strangers and dynamics within tem- the findings) and construct validity (obtaining the right measure) are
porary teams. For example, to what extent do players enjoy playing moderately strong: the search aimed to find as much as possible of the
with strangers? How much does the temporary team setting con- available literature. This came as a requirement to eliminate all sorts of
tribute to LoL’s enormous popularity? Since being successful in LoL bias. Bias, however, can’t be ruled out as literature is as scarce as to
requires not only competent in-game skill but also necessary social have single papers in some categories, therefore keeping its inherent
skills, how do players learn these skills? How do Riot Games’ efforts, bias. Limitation in literature is also a factor for reliability, as the same
such as the Tribunal and the Honor systems, affect players’ in-game findings could be replicated should the same study be repeated, but
interaction? [13]. these might be heavily impacted in case of new articles as they would
account for a high relevancy with such a low base.
Related to this last point, learning seems to be an underexplored It’s worth mentioning that related work (for example, in RTS) that
topic as no research has been found that works on the subject. The main could be of application to MOBA games has been excluded. In any case,
question would be to understand what the learning path of a player is. the openness in a review when it comes to search strategy, criteria and
This could bring valuable insights for other topics outside of the game, so forth allows other researchers to judge the trustworthiness of the
e.g. on personal development or learning style of the subject player. results more objectively.

• Learning: what does a player learn when levelling up? What does an 7. Conclusions
experienced player that is different than a low level or new entry
player? How does the community shape the player? What factors The interest in MOBA games for research started with this decade
distinguish a professional player from an amateur one? What’s the and continues to increase in parallel to the genre’s popularity. In this
style of the learning curve? article, the results of the literature review have been shown, with the
• Teaching: YouTube and its tutorial videos are seen by millions of following main findings:
players to help on their builds and game improvement. Do “youtu-
bers” (internet celebrities who are popular because of their videos) • MOBA games provide a research opportunity due to their large
act as teachers? What is their impact on players and on the meta- player base and accessibility of their APIs. Improving APIs or pro-
game? viding relevant datasets could be of help for future research.
• The present literature review shows how MOBA games are largely
Gender, violence and cultural studies on MOBA games have also a underexplored; several areas (if not all) show a requirement for
long way to go. In some cases they should also be linked closely with further or new research.
toxic behaviour – as one could relate to the other -, but a deeper un- • Player experience and toxic behaviour draws the most interest in
derstanding of the MOBA player is also needed. Why is competition current research, together with model prediction and community/
largely and disproportionally male dominated? This was examined in collaboration.
[25] but additional research targeting female players needs to be • No relevant research on professional players has been found,

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M. Mora-Cantallops, M.-Á. Sicilia Entertainment Computing 26 (2018) 128–138

the game (linked to the metagame) should also be a focus area for
future research.
• The MOBA games and the eSports business models need to be ex-
plored to understand the role (and dangers) of free labour and
user–generated content in their structure.
• The scale of games such as League of Legends requires future research
to include innovative approaches that combine the traditional and
common surveys and interviews with data and computer science
techniques.

The Venn diagram in Fig. 5 illustrates the identified gaps in research


in relation to players, MOBA games and their industry.
Additionally, one of the difficulties found during the analysis is the
different terminology used across the literature. While it’s usual that in
the early stage terminology is mixed (such as MOBA vs DOTA-like
game), attention should be paid in the future to harmonize the termi-
nology.
In summary, this is nothing but the start. MOBA games need more
manpower and research if we wish to extract as many learnings as
Fig. 5. Venn diagram. Identified topics for further exploration and research about MOBA possible from the field, to better understand motivation, behaviour,
games. player experience and so on. The average LoL player, mostly adoles-
cents and young players, already spent nearly 1000 h in the game
although MOBA games are leading the eSports scene. (http://wasted-on-lol.com/). It’s on our hands to make them count.
• Learning and creative processes taking place both inside and outside
Appendix A. Data extraction form

General information

ID
Title
Author(s)
Year
Source
Keywords
Abstract
Relevance
Is this paper relevant to the MOBA field? Highly Relevant/Relevant/Irrelevant
Does this paper repeat already reviewed Yes/No. If “yes”, what IDs?
paper(s)?
Background
Main Method Survey, Case Study, Interviews, Data Analysis, Qualitative Review, Other.
Subject Game DOTA, DOTA 2, LOL, Heroes of the Storm, Heroes of Newerth, SMITE, Other
Subjects of investigation Professional Players, Amateur Players/Students, Non-Experienced, Game, Game datasets, Other
Background Laboratory, Gaming community, Other
Study
Objective
Main focus Collaboration/Teams, MOBA Community/Competition, Behaviours/Motivation/Engagement,
Prediction, Gender/Violence studies, Other
Dependent Variables (if applies)
Independent Variables (if applies)
Inclusion of sufficient data to assess validity
of conclusions?
Size of the sample
Length of the study (time)
Geography (main)
Qualitative Evaluation
Claims
Overall impression on internal validity
Personal reflection
Recommendations for future research

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