University of Puget Sound Sound Ideas Summer Research Summer 2015 Altruism Online: An Ethnographic Exploration into League of Legends Rodger Caudill [email protected] Follow this and additional works at:http://soundideas.pugetsound.edu/summer_research Part of theGender and Sexuality Commons,Linguistic Anthropology Commons,Social and Cultural Anthropology Commons, and theSocial Psychology and Interaction Commons Recommended Citation Caudill, Rodger, "Altruism Online: An Ethnographic Exploration into League of Legends" (2015).Summer Research.Paper 237. http://soundideas.pugetsound.edu/summer_research/237 This Article is brought to you for free and open access by Sound Ideas. It has been accepted for inclusion in Summer Research by an authorized administrator of Sound Ideas. For more information, please [email protected]. Rodger Caudill Altruism Online: An Ethnographic Exploration into League of Legends AHSS Summer Research 9-15-2015 Caudill 1 Altruism Online: An Ethnographic Exploration into League of Legends Table of Contents Opening Vignette p 2 Introducing League of Legends p 4 Methods p 7 I Becoming a Summoner; Crafting an Identity p 8 II Language of Legends p 15 III Intersecting Identities and Altruism p 29 IV In-Game Features and How They Can Positively Reinforce Cooperative Conventions p 37 V Automated Ethics: Policing an Online Community p 46 Conclusion p 52 Bibliography p 57 Caudill 2 Opening Vignette In 2011, I was introduced to a video game called League of Legends, where myself, and 12 million1 active daily players would log on and compete in a five versus five game that grew with the community, for the community. Three years later, 12 million unique active daily players would turn into 27 million unique active players per day. Not only did League of Legends grow as a game, but it became a fully flushed economy as a spectator sport, a fashion statement, and even a black market where even prestige and social capital in the form of ranking could be purchased. Globally, League of Legends was becoming the fastest growing sport2, and in doing so, it began connecting players and fans together from all parts of the world. One of these players was Soren Bjerg from Denmark. A nineteen year old from Denmark loads up his third game of League of Legends for the day as twenty-two thousand viewers eagerly wait to spectate his performance on the Rift. Soren Bjerg, known as TSM Bjergsen, moved to California from Denmark in 2013 after signing a two year contract with Team Solo Mid, a competitive League of Legends team, where he would be playing mid lane as one of the five team members. TSM Bjergsen is not the only player to come from overseas on Team Solo Mid, and with the money he makes through streaming with ad revenue, monthly subscriptions, and donations, combined with the money he makes from his contract at TSM, it is no wonder he came over. While existing as a globalized source of employment for those elite few good enough to compete at the professional level, pooling the best of the best from all across the world means communication and cooperation can be difficult, and Bjerg must keep this in mind as he is deployed onto the Summoner’s Rift, the battleground of League of Legends, to compete for his own personal standings in the ladder. Bjerg has achieved what so many gamers have dreamed of; becoming a professional gamer. But, the job is not as glamorous as it may appear. Despite having a paid contract, Bjerg’s job security is much lower than others. He must always be winning games of ranked solo queue in order to keep his position on the ladder as high as possible and constantly reassert his 1 http://www.kotaku.com.au/2012/10/the-number-of-people-who-play-league-of-legends-just-blows-my-mind/ 2 https://medium.com/@Oddshot/the-fastest-growing-spectator-sport-you-re-not-watching-e3fdae27b6bd Caudill 3 dominance over the community. In addition to having to maintain his solo que status as one of the best players, Bjerg must consistently perform against the best coordinated teams in LCS, League Championship Series, where the stakes are not only his job, but also his entire team’s livelihood. LCS will not be for a while as Bjerg is still playing solo queue when I catch his team on Cho Gath, one of over a hundred playable characters known as champions. The stakes are high as Bjerg enters mid lane to face his opponent, an Orianna, as whoever wins this game will be placed higher on the ladder, while the losers will be placed lower, and closer to demotion from Challenger, the highest tier of play, to Masters. When the weight of a win or loss is this high, communication, mechanics, and strategy become key. While during this game, Bjerg tries to entertain the twenty-two thousand people watching him, he must also concentrate on the victory. The viewer can tell that tensions are high when Bjerg swears as he misses cs (creep score), last hits on minions that give gold that is used to buy items to make one’s champion more powerful in order to secure the win. He thanks viewers that sporadically subscribe to his stream, the medium he uses to display his games that viewers watch. With a paid subscription, viewers can skip advertisements while Bjerg plays gaining himself additional revenue. The game goes on with constant typing, and communication to his teammates, as Bjerg calls his opposing laner’s activities and cooldowns (when key abilities will be available for use). Bjerg gets ganked (surprise attacked) by Lustboy, a fellow teammate on TSM playing on the other team in a solo que game. He laughs as he avoids Lustboy and yells at him from in the house they are both playing in. This is not an uncommon sight, as players at Bjerg’s level constantly play against the same people in solo que, sometimes these people, like Lustboy, are their own teammates. Calling Lustboy’s failed map movement in chat, Bjerg gives his bot lane the chance to play aggressive and acquire a kill, this kill then gives Bjerg’s team the precious time window of a four versus five to make a move towards a neutral objective, the dragon. Acquiring the dragon will give Bjerg’s entire team a small buff for the entire game making it easier for them to push down the map and end the game by destroying the enemy nexus. Obtaining dragon was a commitment of too many resources, and Bjerg’s team is now out of position as the enemy team circles around them and instantly Aces them, an ace being when an entire team is killed. Bjerg’s teammates are deeply impacted by the Ace stating that the game is not going well and they will probably lose due to that one fight. But, the game is not over yet and Bjerg states in chat that “We cannot let that put us on tilt” and that “We have to keep the comms Caudill 4 clear”. These precious words will allow Bjerg’s team to push on for another fifteen minutes, but another lost fight caused by faulty communication forces the team to admit defeat and surrender. Introducing League of Legends The complex degree of strategy and coordination that League of Legends requires puts players who typically know nothing of each other in a position where trust and teamwork is of the utmost necessity. With both money and their reputation creating stress, how players of all walks of life can coordinate rapidly and effectively is truly a wonder. How they do it, can be discerned through observations and interviews, my two research methods utilized, but how they do it typically changes from player to player. While it is a romantic ideal to study and focus on the .01 percent of players that perform at Bjerg’s level, observations of coordination, teamwork, and altruistic behavior must in turn be used upon the other 99.99 percent. League of Legends saw 1,779,636 years of logged gameplay time during the year of 20133, more time spent than even fathomable. To put this in perspective, the anatomically modern human is only 200,000 years old, so League of Legends players in just one year, spent enough time playing League of Legends as nine times the amount of time our species is old. Since 2013, the play time and population have only grown, and with this growth, the demographics have also changed. As of 2014, ninety percent of players are male, and sixty percent of players are enrolled or have completed some college. This substantial population, and incredible time dedication brings League of Legends out of the realm of fantasy and into one with real life impacts and large scale cultural influence. League of Legends provides a large and important environment for studying relations, communication, and cooperation in a globalized world. By being a complex team based strategy game, and also by being a globally accessible e-sport, League of Legends is a social model that may hold lessons in communication and cooperation that can build altruism amongst individuals from across the globe. According to the definition of altruism used by social behaviorist, 3 http://www.ign.com/articles/2013/10/18/league-of-legends-infographic-highlights-eye-popping-numbers Caudill 5 Hamilton (1964), altruism is social behavior that reduces the fitness of the organism performing the behavior, but boosts the fitness of others. Humans are much more likely to perform altruistically when they can see the individual being bolstered by their sacrifice. While altruism is primarily used to describe non-human animals, sociologist Boyd and Richerson (2006), Bowles and Gintis (2011), and Sterelny (2012) have gone into great detail debating over the extent that altruism impacts humans. While culture has a great effect upon altruism, these authors, and many social researchers have come to a consensus of altruism being a kin related behavior when examined amongst humans. As the vampire bat will often spit up its own meal of blood to help other starving vampire bats from its den survive, so will the modern human for their den, or kin. However, these authors find that altruism is less likely to occur between humans, and even other nonhuman animals that do not share a den, or kin. When people are as diverse and different as their environments and culture, how can altruism exist in a globalized world? In examining this question the scope of a globalized world seems entirely impossible. It is near impossible to measure how altruism operates on a global level, and the scale of our global world is always expanding with the need for citizens of the globe to “be aware of the global nature of societal issues, to care about people in distant places, to understand the nature of global economic integration, to appreciate the interconnectedness and interdependence of peoples, to respect and protect cultural diversity, to fight for social justice for all, and to protect planet Earth- home for all human beings. This is a difficult task…”(Zhao, 2009) There is a need for people who have never met each other to be able to work together in order to accomplish the most troublesome of challenges such as the energy crisis, global climate change, and human conflict. In times of dire need, we need to collaborate in what gamers, such as myself, would call an epic win. Throughout this paper, I will discuss what may lead to the “dreamwork”, that is the moment in gameplay when teams function with perfect teamwork, and I will also discuss threats to the “dreamwork” such as toxicity, and anonymity and how these create conflict with communication. This complex game that has taken up a large part of the past four years of my life must be broken down into its basic elements in order to be examined as a source of anonymous Caudill 6 teamwork, cooperation, and at times, even altruism. League of Legends is a five versus five multiplayer battle arena that takes place on one main map, called Summoner’s Rift. To understand the game, one must understand the map the game is played on. Each of the ten players of the Rift pick one champion, or playable character, from a pool of over one hundred champions. They are then spawned at the start of the game at each respective end of the map (the North East corner, or the South West corner), where their nexus is. To end the game, players must destroy the enemy nexus (the one on the opposite side to where they have spawned). To get to the nexus players must push through three lanes and destroy the enemy towers preventing them from just going straight to the enemy nexus. Spawning at each nexus, are waves of minions that clash against each other in each lane. Players can obtain last hits on these minions, called C.S.ing (short for creep scoring), in order to obtain gold to then buy items. In between each lane is the neutral jungle, where one player, known as the jungler farms (the process of last hitting and obtaining gold) neutral camps of monsters that spawn throughout the jungle. In addition to lanes, towers, and jungle monsters, there are two neutral objectives that make the game easier to complete when capture/slain, these objectives are known as dragon, and baron. The image above shows Summoner’s Rift without any players, minions, or neutral monsters. The organization of the map determines the meta-role positions of the players. Certain Caudill 7 champions are made for specific roles, these roles being top laner, middle laner, attack damage carry (also known as marksman) and support (the bottom laners) and finally the jungler. Variation in champions and roles allows for different strategies and different ways destroy the enemy nexus and achieve the victory. Champion abilities, of which each champion has four, create their “kit” which typically determines what they are used as and for. For example a champion with a kit that clears jungle camps fast through area of effect damaging abilities will be used as the jungler, while a ranged champion that uses primarily physical attacks will be used as an attack damage carry, or marksman. While meta-roles will be discussed more throughout different sections of this paper, the bulk of what one needs to know to understand the game is already stated. Methods Using a pilot ethnographic study I have sampled a small group of League of Legends players who also attend the University of Puget Sound prior to beginning my primary research which took place in San Jose California and throughout the internet. Student League of Legends players at the University of Puget Sound represent a large proportion of players with their age, enrollment in college, and sex. Of the six players I spent time with, only one of them was a female, and only one of them was in a higher level of play (Diamond tier) which I will discuss later. The players I spent time with were of all different ethnic backgrounds including, Native American, Mexican American, Peruvian, and more. Participants at the University of Puget Sound assisted me in creating a base knowledge that I would later use to compare to the other observations I would acquire from competitive games, second hand interviews of professional gamers, first hand interviews at gaming venues such as AFK gaming lounge in San Jose, spectating streams, e-mail interviews, and game development conferences including one I attended first hand in Seattle called the Penny Arcade Expo. Additional field sites include Reddit, a social media website that many League of Legends players use, and Twitch, a streaming platform where professional players such as Bjersen will broadcast their games and answer questions from the viewers. Caudill 8 Creating interview questions began with examining theories of cooperation and altruism and then applying these theorists’ work to my initial participant observations as a player of League of Legends for four years. Questions fluctuate based upon who I was interviewing and depending on the interviewee's knowledge of the game, some interviews were far more useful than others. Interviews were based upon opt-in convenience and snowball sampling, while some even existed over email. Observations ranged from my own experience in game, to spectating others play, to spectating formal competitive matches and subsequent interviews. One of the most helpful observations comes from the League Championship Series, the equivalent to NFL for American Football, which provides for second hand interviews, and audio content of professional players communicating in game during five versus five team fights. My final field site is a cloud based communication server where players of high skill coordinate in game and out of game in a League of Legends black market, where their full time job is to “boost”, a term used for raising another players ranking by playing on that players account, and sell highly ranked accounts. The fieldsites both virtual and physical would provide for a fully flushed image of League of Legends through an ethnographic approach that would continually reveal more about the people, the culture, and the interactions of players on Summoner’s Rift. I. Becoming a Summoner; Crafting an Identity Asking individuals how they became League of Legends players always provokes an introductory anecdote beginning with how the player learned about League of Legends and ending with where they have ended up in the community. League of Legends operates within a free to play model, where the parent company, Riot, makes money based upon in game cosmetic purchases of champion skins, which change the way one’s character looks, or purchases of playable characters, champions. This free to play model paired with the easily accessible computer hardware requirements have made it the most popular video game in the world. Players typically are introduced to League of Legends in the same way I meet them, through snowball, and word of mouth connections. Every player brings with them their own identity, one constructed through their own experiences and nature from the bumps and bruises that are routinely administered by social living. This preconceived identity, which I will call the existent
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