Emotion Regulation in eSports Gaming: A Qualitative Study of League of Legends

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Abstract

Today eSports gaming is enjoying growing popularity in the world and much attention from various research areas, including CSCW. eSports gaming is a highly competitive environment commonly associated with negative emotions such as anxiety and stress. However, little attention has been paid to emotion regulation in eSports gaming. In this study, we empirically investigated how players experience emotion and regulate emotions in League of Legends, one of the largest eSports games today. We identify four emotive factors, as well as emotion regulation strategies that players deploy to manage the emotions of their selves, teammates, and opponents. We further report on how they use emotion regulation in emotional self-care and emotional leadership. Building upon this set of findings, we discuss how the competitive eSports gaming context conditions emotion regulation in League of Legends, foreground emotion regulation expertise in competitive gaming, and derive implications for designing emotion regulation technologies.

Original languageEnglish (US)
Article number158
JournalProceedings of the ACM on Human-Computer Interaction
Volume4
Issue numberCSCW2
DOIs
StatePublished - Oct 14 2020

All Science Journal Classification (ASJC) codes

  • Social Sciences (miscellaneous)
  • Human-Computer Interaction
  • Computer Networks and Communications

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