velikost textu

Computer Games and Battle Mechanics in League of Legends: Investigating analogies between real warfare and computer games

Upozornění: Informace získané z popisných dat či souborů uložených v Repozitáři závěrečných prací nemohou být použity k výdělečným účelům nebo vydávány za studijní, vědeckou nebo jinou tvůrčí činnost jiné osoby než autora.
Název:
Computer Games and Battle Mechanics in League of Legends: Investigating analogies between real warfare and computer games
Název v češtině:
Počítačové hry a bojová mechanika v hře League of Legends: Zkoumání analogie mezi reálným válčením a počítačovými hrami
Typ:
Diplomová práce
Autor:
Sai Shashanka Ravi
Vedoucí:
RNDr Jan Kofroň, Ph.D.
Oponent:
Mgr. Bohumil Doboš
Id práce:
221870
Fakulta:
Fakulta sociálních věd (FSV)
Pracoviště:
Katedra politologie (23-KP)
Program studia:
Politologie (N6701)
Obor studia:
Geopolitická studia (GPS)
Přidělovaný titul:
Mgr.
Datum obhajoby:
31. 1. 2020
Výsledek obhajoby:
Dobře (E)
Jazyk práce:
Angličtina
Klíčová slova:
LoL, počítačová hra, statistická analýza, vojenství
Klíčová slova v angličtině:
LoL, computer game, statistical analysis, warfare
Abstract v angličtině:
ABSTRACT : BATTLE MECHANICS IN LoL: Investigating Analogies Between Real Warfare and Computer Games My Masters’ thesis will be about how one can draw parallels between the e-sports scene in competitive online games, and the all-too real military situations that come up ever so often. Not just that, but also the possibility of running battle simulations is much more convenient in the case of e-sports, as there is no life/death scenario involved, which makes it much more suitable for implementing the more unconventional, or even some downright outrageous strategies for victory. The game I have in mind at present is League of Legends, which is a MOBA game [Multiplayer Online Battle Arena]. In LoL, battles take place between two teams of 5 vs 5, involving 10 unique characters out of a total game roster of 140+ possible character choices, each with different sets of abilities and playstyles suited for different [or in some cases, the same] situations. The battles take place on the map called Summoner’s Rift, a terrain with various obstacles, bushes and whatnot to deny total vision to either of the competing teams. The methodology I would choose for my paper would be statistical analysis; since LoL is an online competitive game, statistics are easily available for the games played, either on the official game server, or some associated sites of online gaming. To get a deeper understanding of the strategies used by the competing teams, there are always game recordings available on YouTube itself, along with the commentators’ musings and interviews with the players. For the IR theories I might be applying into my paper, I can always consult the myriad academic journals and articles being published in the field. The structure of the paper I foresee at the moment will be : 1. Introduction 2. The Game - League of Legends [Some Basic Information] 3. Team Compositions, Tactics and Strategies 4. Methodology work 5. Analysis - A. Probit analysis B. Linear Regression analysis C. Case Studies 6. Inferences - parallels to real warfare and future puzzles The most important concept in my paper would be the importance of geography in warfare. Geography has always been a key factor in deciding the type of strategies and tactics being put into action, whether it be war, or League of Legends as well. The main map Summoner’s Rift has been designed in such a way that effective use of the map always is the reason for the end result of each game. Geography and vision are tied together in LoL, in much the same way as they are in military. Apart from the statistical analysis, I shall also look at 4 case studies to better examine the role of vision in these games. Quantifying vision in the game is a hard process, and so I find it better to delve into the actual match itself and observe the role vision has played in these games at the game-defining moments. With games it is often quite easy to get hold of statistics because they run on algorithms, and they in turn depend upon some basic mathematical principles on which the game mechanics work [movement speed of the characters, projectile speeds, channeling times etc. to name a few]. An important thing to note about the thesis work is that it is written only with land warfare in mind. This is to narrow down the set of possible recommendations and future predictions, as well as to keep the work relatively brief.
Dokumenty
Stáhnout Dokument Autor Typ Velikost
Stáhnout Text práce Sai Shashanka Ravi 4.55 MB
Stáhnout Příloha k práci Sai Shashanka Ravi 436 kB
Stáhnout Abstrakt anglicky Sai Shashanka Ravi 183 kB
Stáhnout Posudek vedoucího RNDr Jan Kofroň, Ph.D. 589 kB
Stáhnout Posudek oponenta Mgr. Bohumil Doboš 332 kB
Stáhnout Záznam o průběhu obhajoby Mgr. Martin Riegl, Ph.D. 151 kB