MOBA games: A literature review
•MOBA games provide a research opportunity.•MOBA games remain largely underexplored; several areas require further research.•Player experience and toxic behaviour draw the most interest in current research.•No relevant research on professional players has been found.•The eSports business models (rel...
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Published in | Entertainment computing Vol. 26; pp. 128 - 138 |
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Main Authors | , |
Format | Journal Article |
Language | English |
Published |
Elsevier B.V
01.05.2018
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Subjects | |
Online Access | Get full text |
ISSN | 1875-9521 1875-953X |
DOI | 10.1016/j.entcom.2018.02.005 |
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Summary: | •MOBA games provide a research opportunity.•MOBA games remain largely underexplored; several areas require further research.•Player experience and toxic behaviour draw the most interest in current research.•No relevant research on professional players has been found.•The eSports business models (related to MOBA games) also need to be considered.
This article aims to perform a literature review of the available research that focuses strictly on MOBA (multiplayer online battle arena) games. First, a review identifying the relevant papers published since 2011 is conducted, exploring them systematically to extract similarities, gaps and main findings. Results show how League of Legends is the most explored game, with player experience and toxic behaviour as popular topics for research. Second, as MOBA games remain underexplored by researchers despite their vast, enthusiast community, as well as projection and influence on contemporary game designers, a proposal on future lines for research is provided. |
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ISSN: | 1875-9521 1875-953X |
DOI: | 10.1016/j.entcom.2018.02.005 |