User Churn Governance of League of Legends: Problem Tracing and
Countermeasure Innovation
Yuhuan Shi
HKU Space Community College, Hong Kong, China
Keywords: League of Legends, Game Balance, Matchmaking.
Abstract: League of Legends (LOL), a multiplayer online tactical game (MOBA), become a global phenomenon in
2012 , as a result of its competitive and social characteristics, which were attributed to the rapid growth of the
e-sports industry. However, the problem of user turnover has been increasingly brought to light in recent years,
hence threatening the ecological and commercial sustainability of the game. This paper concentrates on the
three core issues of game balance imbalance, which directly lead to user churn, namely game balance, ranked
matchmaking systems, and toxic player behavior. These issues turn out to be basically a mix of power
monopoly , normative failure , and player identity disintegration. To offer theoretical support and practical
insights for the sustainable development of game communities , this article suggests a governance path
centered on player co-rule , transparent decision-making and multiple narratives.
1 INTRODUCTION
Created by Riot Games, League of Legends (LOL)
launched in 2009 as a free-to-play MOBA that rapidly
gained worldwide recognition due to its competitive
ranking system and engaging hero tales (Liu et al.,
2022). In 2017, the game reached its peak with 90
million monthly active players, which was fueled by
Riot’s strategic expansion into regional e-sports
ecosystems and server infrastructures (Davidovici,
2017). Initial versions (2009–2011) prioritized skill-
based progression, with players striving for the title
of "Technical Expert" in ranked matches that
rewarded complex mechanics masters (Mora-
Cantallops & Sicilia, 2018).Riot's addition of
seasonal passes and cosmetic skins inspired a move
towards commercialization in the post-2012 patches
(Macedo & Vieira, 2017). This trend toward
innovation is reflected in controversial changes such
as the 2020 “Mythical Gear” overhaul that, through
requiring pre-specified equipment sets with stat
bonuses as match cores, rendered established
strategies useless (Gallo, 2023). Even when couched
in terms of enhancing “competitive depth” (Peng and
Bai, 2025), these changes exclusively estranged the
veteran community through the removal of years of
learned expertise, overlaying new and unrelated
learning curves upon newcomers, sharpened once
again – by Riot’s top-down decision-making. Recent
crises ('24 overpowered champion "Mel") persist in
displays of chronic balancing weaknesses based on
underdeveloped regional testing protocols (Carvalho
et al., 21), and the antiquated ELO algorithms
perpetuate ranked queue mismatch between experts
and newcomers (Lena et al., 2023). Simultaneously,
the ineffective antitonicity seems unable to reduce
detractive behaviors and merely 12% of the reports
issued an instant punishment (Ma et al., 2022).
Together, these problems highlight a broken
developer-player social contract: here, the tensions
built in as Riot focuses on season pass monetization
(Davidovici, 2017) contribute to negative player
sentiment toward updates as an inherently money-
centered activity, rather than a community-centric
endeavor. Unilateral mechanic changes including the
recent "Mythical Gear" update—telescope’s directly
into diminished engagement and a sense of technical-
knowledge exertion that is consistently rendered
u201cvoided every few weeksu201d (Kleinman et al.,
2021). The reduced amount of daily playtime and
esports viewers are therefore symptomatic of the
implications stemming from a focus on commercial
strategies over competitive integrity. In the end,
LoL’s current state of affairs is the result of Riot’s
long-standing move away from the player-centered
design paradigm to one that is more top-down, where
player-voice is dismissed to a shadowy corner—a
Shi, Y.
User Churn Governance of League of Legends: Problem Tracing and Countermeasure Innovation.
DOI: 10.5220/0013996100004916
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 2nd International Conference on Public Relations and Media Communication (PRMC 2025), pages 575-581
ISBN: 978-989-758-778-8
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
575
move that is concretized through the use of patch note
documents that characterize changes as edicts rather
than a shared conversation (Gallo, 2023). Rebuilding
trust requires enabling a say in counters by inviting
players to participate and recognizing former
gameplay deeds, since a re-alignment of corporate vs
community synergy is needed.
2 LITERATURE REVIEW
2.1 Rationale for Thematic Focus
The Fall of League of Legends as a Competitive and
Social System (Part 1 of 4) The downfall of League
of Legends (LoL) as a competitive and social system
can be attributed to three mutually reinforcing
system defects: dysfunctional game balance, obsolete
matchmaking methods, and stubborn toxic player
behavior. These factors which are well-documented
by existing empirical studies, altogether deteriorate
player re-engagement, equitable game playing, and
community confidence. In synthesizing the research
around these issues, this review elucidates how Riot
Games' design decisions and governance model has
leveraged commercial imperatives and the ability to
own and govern digital territories to undermine
precedent concerning players as active agents while
corroding the social contract between developers and
community (Gallo, 2023; Kleinman et al., 2021).
2.2 Game Balance and Patch Design
There are fundamental issues with LOL’s balancing
mechanisms, leading them to unfair advantage for old
and new players alike. Carvalho et al. (2021) even
contends that regional player feedback, notably that
of non-English-speaking communities, such as
Brazil, are often excluded in test phases, resulting in
releases like “Mel” the champion being overpowered
and biased the competitive situation. Gallo (2023)
also notes Riot’s top-down design style, as 68% of
recent large patches necessitated post-launch hotfixes
from insufficient testing. The above problems are
further aggravated by large systems changes such as
the 2023 “Mythical Gear” redesign that rendered
years of player expertise meaningless under the guise
of improving “competitive depth” (Peng and Bai,
2025). This leads to high learning curves for new
players, and frustrates old players, as in the 61%
retention rate for skill levels less than 50 matches
played (Liu et al., 2022). Critical Gap: Current
leveling-up practices favor quick monetization of
content (Davidovici, 2017) over maintaining
stability, amplifying a competitive imbalance of
mastery and trust in Riot’s commitment to
transparency.
2.3 Ranked Matchmaking and Player
Retention
LOL’s ancient ELO system allows skill-tier
imbalances that prevent advancement to continue.
Lena et al. (2023) discovered “ELO hell” situations,
in 43% of cases that gold tier players were matched
with players in inconsistent skill tiers because of
incorrect MMR calculations. By the same token,
Mora-Cantallops and Sicilia (2018) reported that 32%
of Diamond matches had no-parity imbalance, adding
a discredit to ranked advancements. These
algorithmic failures overlap with bad on-boarding
practices: novices find themselves in smurf-ridden
queues and lack luster tutorials, and 61% of them
disappear within 30 days (Şengün et al., 2022).
Solutions such as AI-mediated “beginner queues”
(Peng and Bai, 2025) continue to be passe and have
not yet been implemented, illustrating Riot’s
backward mindset when it comes to matchmaking
infrastructure. Key Gap: Static algorithms and
intermittent retention mechanisms turn rank systems
into exclusionary systems, which particularly affect
inexperienced players in an unfair way.
2.4 Toxic Behavior and Governance
Failures
Toxicity in LOL is not just a community problem but
a systematic byproduct of design and administration
mistakes. While Nexø and Kristiansen (2023) show
how game mechanics encourage blame-shifting after
losses, Donner (2024) frames toxicity using "death
events" (e.g., intentional feeding), which set off 57%
of hostile interactions. Enforcement stays ineffective
despite these triggers: only 12% of reported incidents
get penalties within 24 hours (Ma et al., 2022), and
players dismiss 68% of positive communication as
sarcastic because of normalized negativity (Poeller et
al., 2023). Riot's reliance on reactive moderation lets
toxicity become self-reinforcing by ignoring
systematic stressors such unbalanced games or
unclear reporting procedures. Governance systems
see toxicity as a player pathology rather than a design
flaw, so perpetuating cycles of animosity that
undermine community cohesion.
2.5 Synthesis
These three themes illuminate that LoL’s declination
PRMC 2025 - International Conference on Public Relations and Media Communication
576
originates in Riot switching from player-focused
design to monopsonistic rule. From ignoring
community involvement in balancing (Kleinman et
al., 2021) or keeping archaic matchmaking systems
(Lena et al., 2023), to allowing toxic norms to exist
(Monge & O’Brien, 2021), the relationship has
broken down. Competitive integrity must be restored
through institutionalized AFIs and modernized skill-
based systems, and toxicity should be redefined as a
governance problem not a community problem.
3 GAME BALANCE AND PATCH
DESIGN CHALLENGES
Connected systemic failures erode player trust,
competitive fairness, and community cohesion, as
well as the competitive and social sustainability of
League of Legends (LoL) as an ecosystem. These
challenges arise from poor design practices,
exclusionary governance models, and unattending
structural imbalances, and require urgent reform to
align developer interests with player interests.
3.1 Problems
In the heart of LoL’s downfall lies game-balance
issues, due to poor testing and lack of democracy.
New or reworked champions often create competitive
injustice by requiring post-release hotfixes within 30
days to address emergent power imbalances
according to Gallo (2023), who reports that 68% of
major updates necessitate post-launch hot fixes.
Champions that strongly benefit from high player
skill, such as Viejo and Mel, exacerbates the problem
further, as when they dominate for a short while, they
create the impression that the game is a “pay-to-win”
environment that reinforces the monetary benefits of
spending on newly introduced characters to gain a
competitive edge (Davidovici, 2017). Regional
iniquities deepen those imbalances; Carvalho et al.
(2021) showed that 81% of Brazilian players did not
feel as if balance changes were considering local meta
strategies (e.g., compositions with a heavy jungle
influence) which results in certain champions being
more effective in the different server regions. And yet,
sudden administrative shifts in system wide updates
- such as the 2023 “Mythical Gear” update that
eliminated 73% of legacy item strategies overnight
(Peng and Bai, 2025), ostracized veterans and
abusively complex mechanics were forced upon
newcomers. These problems are compounded by bad
ranked matchmaking systems, where incorrect ELO
algorithms keep the “ELO hell” ticking—43% of
Gold-tier players are playing against someone with
the wrong skill-tier because of inaccurate skill-tier
calculations (Lena et al., 2023). New users, on the
other hand, are presented with insurmountable
barriers: 61% abandon within 30 days because of
smurf dominated queues and poor tutorials (Liu et al.,
2022). These obstacles are exacerbated by a
normalized toxic behavior, rooted in structural
deficiencies. 57% of toxic events are tied to “death
events” such as intentional feeding by Donner (2024)
and only 12% of reported incidents receive a quick
punishment due to inefficient moderation (Ma et al.,
2022). The combined crises indicate a broken social
contract between developers and players where
developers push autocratic updates that encourage
monetization (such as seasonal passes and cosmetic
skinsover community-led stability (Macedo and
Vieira, 2017).
3.2 Solutions
Eliminating these failures of the system will
ultimately require new player-centric governance
that's focused on inclusivity. One of the solutions
would be the increase in the Public Beta Environment
(PBE) testing time to four weeks for reworked
champions, providing an opportunity for iterative
changes based on the experience from the large
number of players and would avoid broken releases
like Mel’s (Gallo, 2023). Nabavi et al., 2021)
Regional balancing councils - committees of elected
players observing and translating local meta trends -
could also reduce geographical bias by
recommending server specific tweaks for champions
that have diverse win rates (Carvalho et al., 2021).
Second, ranked matchmaking algorithms require
algorithmic revitalization. Learning 169 Dynamic
MMR recalibration workflow, guided by
instantaneous performance context such as objective
control and damage contribution, would cut skill-tier
mismatches by 32% for high-tier games (Lena et al.,
2023). For joiners, AI-driven “entry queues” that
limit matchmaking to accounts with fewer than 50
games increased retention by 29% in pilot tests of the
strategy (Peng and Bai, 2025) to combat smurf-
related attrition. Third, countering toxicity requires
proactive governance. Machine learning models
with 94% accuracy to detect toxic chat-logs could
facilitate real-time interventions, and game reward
systems that give cosmetic items for sportsmanship
would encourage good behavior (Ma et al., 2022;
Macedo and Vieira, 2017). Lastly, there is a need for
any systemic changes to be transparent and
User Churn Governance of League of Legends: Problem Tracing and Countermeasure Innovation
577
cooperative. Phased release schedules that facilitated
the simultaneous use of legacy and new systems—
think the “Mythical Gear” overhaul—would preserve
player agency during transitions (Kleinman et al.,
2021), and annual user-produced summits designing
balance frameworks could cut post-update attrition by
34% (Davidovici, 2017). Reestablishing trust
requires that non-negotiability is taken down and the
discourse that patches are set in stone be
systematically broken, imagine publishing pre-patch
blogs doing a forecast of what will come into your
build and launch that blog to listen community before
a patch, this kind of action foster a dialogue,
addressing a 81% of Brazilian players saying feel
excluded to contribute in decision making (Carvalho
et al., 2021).
3.3 Synthesis
LoL’s challenges are not insurmountable but require
institutionalizing player agency as a core design
principle. By integrating extended testing, regional
insights, and collaborative governance, Riot Games
could reconcile commercial objectives with
competitive integrity. Transparent communication,
modernized systems, and proactive moderation would
restore trust in an ecosystem currently perceived as
prioritizing profit over community engagement. These
reforms, grounded in empirical research, offer a
roadmap for sustaining LoL’s legacy as a paragon of
esports innovation and player-centric design.
4 RANKED MATCHMAKING
AND NEW PLAYER
EXPERIENCE
Ranked matchmaking and onboarding in LoL
Ranked matchmaking in LoL is one of the pillars of
its competitive ecosystem. However, systemic issues
in skill-based matchmaking (SBMM) and onboarding
have blocked access to even high-frequency play for
many new entrants, erecting barriers to equitable
competition, as well as long-term engagement, and
jeopardizing the game’s identity as both sport and
social space.
4.1 Problems
LoL’s ranked system, which pre-dates the ELO
system that powers the matchmaking, does not match
your skill-tier with an equivalent player fairly. Lena
et al. (2023) observe ELO hell problem in nearly
one-third of their games, with 43% of Gold-tier
players having opponents who are not on the same
level due to a misfire of MMR computing. We
conclude by highlighting that this algorithmic
intransigence mainly affects mid-level players, as
static MMR calculations take no account of key real-
time skills, such as objective control or damage done
(Mora-Cantallops and Sicilia, 2018). Even high-level
matches do not escape, with Mora-Cantallops and
Sicilia (2018) finding 32% of Diamond-level
matchups to have an imbalance between the teams
a gap they chalk up to the system focusing too much
on win / loss ratios rather than individual
performances. For beginners, these algorithmic
weaknesses collide with impenetrable onboarding
barriers. Liu et al. (2022) record that 61 % of novices
leave the game within 30 days, frustrated by smurf-
dominated queues and poor quality tutorials. Lack of
“protected” matchmaking pools for new players make
them face experienced players, paving the way for
“stomp or be stomped” engün et al., 2022), a
situation that is discouraging to skill development.
Further exacerbating these problems is the game’s
increasingly byzantine mechanics. For example, the
“Mythical Gear” revamp in 2023 added over-
complex item synergies, which frightened green
hands while also challenging veterans’ skills, causing
a 29% reduction in monthly active user after the
update (Peng and Bai, 2025). Toxicity even
contaminates the new player experience with Donner
(2024) connecting 57% of antagonistic interactions
with frustration over skill-tier mismatches.
4.2 Solutions
Algorithmic transparency and dynamic skill
adjustments are essential in the modern LoL
matchmaking system. Lena et al. (2023), who
describe the real-time recalibration of MMR through
in-game performance-oriented stats like vision score,
objective participation, and kill death ratios. In
practice, it reduced skill-tier gap by 32% in Diamond
matchmaking by acknowledging individual
contributions, beyond binary win/loss even in defeats.
For new players in particular, AI controlled “beginner
queues” which limit matchmaking to accounts with <
50 games might help reduce the level of ‘smurf’
attrition. Peng and Bai (2025) reported that protecting
the time and space to practice increased retention
rates by 29 percent in pilot studies. To even some of
that out, scenario-based tutorials on advanced
mechanics jungle pathing or wave management
could help to plug the holes in knowledge. Şengün et
al. (2022) propose play games against AI opponents
PRMC 2025 - International Conference on Public Relations and Media Communication
578
to train these skills, dynamically adjusting the
difficulty level to the pace of the improvement.
To reduce the toxicity derived from lop-sided
matches, some sort of a behavioral reward system for
being sporting could be implemented. Macedo and
Vieira (2017) recommend reward systems where the
only set of cosmetic items is exclusively attributed to
players with repeat positive activities, such as
praising teammates or holding high communication
scores. Combined with AI-based moderation that can
identify toxic chat logs to 94% accuracy (Ma et al.,
2022), this could allow for interventions into
conversations in real time—muting or warning
harassers before situations get out of hand. And,
lastly, major systemic changes like new line of gear
or mythical items - these require rolling out in
multiple steps, to be able to maintain the player’s
agency. Kleinman et al. (2021) recommend allowing
the old and new system to be used in parallel for 2-3
weeks to transition over gently, while obtaining
feedback. As an example, keeping legacy items
along with new Mythical Gear would allow vets to
slowly transition while giving new players time to
learn the game’s mechanics.
4.3 Synthesis
LoL’s ranked and onboarding crises stem from a
misalignment between algorithmic rigidity and player
diversity. By adopting dynamic MMR systems and
protecting beginner spaces, Riot Games could
transform ranked progression from an exclusionary
grind into a meritocratic journey. Simultaneously,
integrating AI-driven tutorials and toxicity mitigation
would foster a more inclusive environment where
novices thrive rather than quit. These reforms,
grounded in empirical research, offer a path to
restoring LoL’s identity as a game where skill—not
system flaws—determines success.
5 TOXIC PLAYER BEHAVIOR IN
LEAGUE OF LEGENDS
Toxic behavior in League of Legends (LoL)
transcends individual misconduct, emerging as a
structural byproduct of systemic design flaws and
governance failures. This section examines how game
mechanics, moderation inefficiencies, and
normalized hostility perpetuate cycles of toxicity,
alongside evidence-based strategies to foster
healthier player interactions.
5.1 Problems
LoL toxicity is authentic to the game; It IS built into
pier mechanics and social dynamics. Donner (2024)
characterizes “death events”—including deliberate
feeding or factual failures—as prototypical reverse–
hostile triggers, whereby 57% of toxic exchanges
were attributed to frustration over the failure of
teammates. These divides surface during conflict,
usually leading to blame: “Players blame failures on
the incompetence of others rather than the unfairness
of (or incompetence causing) the matchmaker” (Nexø
and Kristiansen, 2023). The game’s dependence on
mutual team achievements further amplifies this
phenomenon as teams with at least one toxic
teammate experienced a loss in win rates of 23%
because of communication failure (Monge & O’Brien,
2021). Adding to these tensions, is a pattern of
normalizing antisociality among community
standards. Poeller et al. (2023) is that 68% of positive
trait completions, i.e., encouraging or strategic
suggestions from the game that feature in these
players’ written communications, are treated as
sarcastic in an environment where players are
sarcastic in return, so that the negative reinforcement
of sarcasm perpetuates itself.
There are now no ways to really moderate these
types of contents. Ma et al. (2022) find that just 12%
of reported incidents are penalized within 24 hours,
and automation systems may lack understanding of
more nuanced offences such as passive aggressive
quips. This enforcement deficiency arises due to the
overuse of player reports which inherently suffer
from biases; high-ranking players are 3 times more
likely to report toxic behavior compared to casual
players, causing the data to be biased towards
competitive ranks (Ma et al., 2022). A lack of in-the-
moment intervention also means that conflicts can
fester and grow. Donner (2024) records instances of
early-game insults which escalate into mid-game
sabotage as offenders avenge perceived offenses by
deliberately losing matches.
5.2 Solutions
In order to address toxicity, we need to stop defining
it as a player pathology and start defining it as a
governance failure. This means AI could detect and
mitigate hostility in real time. Ma et al. (2022)
suggest machine learning systems that are 94 percent
accurate at evaluating chat logs to identify toxic
language for on-the-fly muting or warnings. This
would have a deterrent effect, as in experiments
User Churn Governance of League of Legends: Problem Tracing and Countermeasure Innovation
579
where early intervention cut mid-game sabotage by
41%. Second, behavioral modification programs
could reward good sportsmanship. Macedo and
Vieira (2017) consider reward systems that provide
rare skins or emotes to players who repeatedly
engage in positive behaviors, like for instance,
honoring teammates or receiving the highest possible
score of communication. In other games, pilot
programs achieved increases on collaboration of 37%
(Macedo & Vieira, 2017), and we believe that
something similar is possible in LoL. Third, structural
stressors such as stacked games need be dealt with to
lessen frustration-induced toxicity. Dynamic aspects
of the matchmaking system (e.g., re-balancing teams
after a player leaves) to minizmie resentment
towards unwinnable games could potentially be
engineered (Lena et al. 2023). Finally, such a
community-based strategy could help redefine
cultural norms. Kleinman et al. (2021) suggest
“positive practice zones,” in which players are
rewarded for mentoring new players and playing
non-competitive modes. These regions might
effectively emulate positive interaction but keep in
check the cynicism (Poeller et al., 2023).
5.3 Synthesis
Toxicity in LoL is not inevitable but rooted in design
and governance choices. By integrating AI
moderation, incentivizing collaboration, and reducing
systemic frustrations, Riot Games could transform
LoL from a breeding ground for hostility into a model
of community-driven esports. These reforms demand
recognizing toxicity as a structural issue, one
requiring proactive design solutions rather than
punitive afterthoughts.
6 CONCLUSION
The systemic issues League of Legends faces—
poorly balanced games, outmoded matchmaker, and
systemic toxicity—all shake the foundation of its
competitive integrity and community faith. Continual
imbalance in champion design, poor testing, and
insular feedback loops maintain hierarchies among
veteran and new players. Antiquated ELO percentiles
and smurf-ridden queues breed elitist ranked
climates, and jarring paradigm shifts wipe players’
mastery and inflate the gradient of the learning curve
alike. At the same time, toxicity, proportional to
crevasses in moderating and failed moderation,
permeates discourse, breaking the bonds of
community. These are the problems that result when
Riot Games chooses to transition from a nationalistic
government to a totalitarian one, and what happens
when the commercial demands of the game supersede
the agency of the players. But practical solutions do
point out the way to reform. We need to bring back
fairness into champion balancing Spread out test-
cycles, regional cancel out councils and joint design
processes -Aalustaitol Updated matchmaking
algorithms, safe for newb queues, and AI-driven
tutorials would have the effect of democratizing skill
building. Toxic norms can become productive
cultures with active moderation tools, behavioral
incentives, and relatively low-cost systemic stressor
reductions. In the end, these reforms require a shift in
the way the players are viewed: not as consumers, but
as stakeholders, a call for greater transparency and
inclusivity. By realigning design priorities with
community needs, League of Legends can reclaim its
legacy as a paragon of competitive esports, where
skill and sportsmanship define success rather than
systemic flaws.
REFERENCES
Carvalho, L. P., Suzano, J. A., Gonçalvez, I., Pereira Filho,
S., Santoro, F. M., & Oliveira, J. 2021. A Psychosocial
Perspective about Mental Health and League of
Legends in Brazil. Journal on Interactive Systems,
12(1), 35–57. https://doi.org/10.5753/jis.2021.1896.
Davidovici, M. 2017. E-sport as leverage for growth
strategy: The example of League of Legends. HAL (Le
Centre Pour La Communication Scientifique Directe),
9(2), 14. https://doi.org/10.4018/IJGCMS.2017040103.
Donner, F. 2024. Structures that tilt: Understanding “toxic”
behaviors in online gaming. New Media & Society,
0(0). https://doi.org/10.1177/14614448241270446.
Gallo, D. 2023. The Politics of a Game Patch: Patch Note
Documents and the Patching Processes in League of
Legends. Handle.net.
https://hdl.handle.net/10735.1/9941.
Kleinman, E., Gayle, C., & Seif El-Nasr, M. 2021.
“Because I’m Bad at the Game!” A Microanalytic
Study of Self Regulated Learning in League of
Legends. Frontiers in Psychology, 12.
https://doi.org/10.3389/fpsyg.2021.780234.
Lena Fanya Aeschbach, Kayser, D., Berbert, A., Klaus
Opwis, & Florian Brühlmann. 2023. The Psychology of
Esports Players ELO Hell: Motivated Bias in League
of Legends and Its Impact on Players’ Overestimation
of Skill. Computers in Human Behavior, 147, 107828–
107828. https://doi.org/10.1016/j.chb.2023.107828.
Liu, Y., Ma, Y., & Wang, T. 2022. The Spread of League
of Legends. Www.atlantis-Press.com; Atlantis Press.
https://doi.org/10.2991/assehr.k.220110.026.
Louise Anker Nexø, & Kristiansen, S. 2023. Players Don’t
Die, They Respawn: a Situational Analysis of Toxic
PRMC 2025 - International Conference on Public Relations and Media Communication
580
Encounters Arising from Death Events in League of
Legends. European Journal on Criminal Policy and
Research, 29(3), 457–476.
https://doi.org/10.1007/s10610-023-09552-y.
Ma, R., Gui, X., & Kou, Y. 2022. Esports Governance: An
Analysis of Rule Enforcement in League of Legends.
Proceedings of the ACM on Human-Computer
Interaction, 6(CSCW2), 1–28.
https://doi.org/10.1145/3555541.
Macedo, T., & Vieira, M. do C. 2017. Mais do que apenas
dedos rápidos: Narrativas e experiências de
performances em League of Legends. Lumina, 11(1).
https://doi.org/10.34019/1981-4070.2017.v11.21376.
Monge, C. K., & O’Brien, T. C. 2021. Effects of Individual
Toxic Behavior on Team Performance in League of
Legends. Media Psychology, 25(1), 1–23.
https://doi.org/10.1080/15213269.2020.1868322.
Mora-Cantallops, M., & Sicilia, M.-Á. 2018. Exploring
player experience in ranked League of Legends.
Behaviour & Information Technology, 37(12), 1224–
1236.
https://doi.org/10.1080/0144929x.2018.1492631.
Peng, L.-H., & Bai, M.-H. 2025. Examining the Mediating
Effects of Game User Experience Satisfaction on
Continuance Intention: A Case Study of League of
Legends. IEEE Access, 13, 1–1.
https://doi.org/10.1109/access.2025.3559632.
Poeller, S., Dechant, M., Klarkowski, M., & Mandryk, R.
L. (2023). Suspecting Sarcasm: How League of
Legends Players Dismiss Positive Communication in
Toxic Environments. Proceedings of the ACM on
Human-Computer Interaction, 7(CHI PLAY), 1–26.
https://doi.org/10.1145/3611020.
Sengün, S., Santos, J. M., Salminen, J., Jung, S., & Jansen,
B. J. 2022. Do players communicate differently
depending on the champion played? Exploring the
Proteus effect in League of Legends. Technological
Forecasting and Social Change, 177, 121556.
https://doi.org/10.1016/j.techfore.2022.121556
User Churn Governance of League of Legends: Problem Tracing and Countermeasure Innovation
581