Individual performance in team-based online games

Anna Sapienza, Yilei Zeng, Alessandro Bessi, Kristina Lerman, Emilio Ferrara

Royal Society Open Science · 2018 · 61 citations · 48 references

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Concepts

TL;DR

Teamwork solves complex real‑world challenges, and ad hoc teams are often formed to complete tasks; multiplayer online battle arena games such as League of Legends naturally create such teams, offering a natural laboratory for studying them. The study examines League of Legends data to understand how individual performance evolves within ad hoc teams. We model short‑term performance dynamics to predict when players decide to continue or end a gaming session. Player success deteriorates over a session, but experience mitigates this decline; most players show no long‑term improvement, and the model accurately predicts session continuation, suggesting individualized incentives could steer behavior and improve team performance.

Abstract

Complex real-world challenges are often solved through teamwork. Of special interest are ad hoc teams assembled to complete some task. Many popular multiplayer online battle arena (MOBA) video-games adopt this team formation strategy and thus provide a natural environment to study ad hoc teams. Our work examines data from a popular MOBA game, League of Legends, to understand the evolution of individual performance within ad hoc teams. Our analysis of player performance in successive matches of a gaming session demonstrates that a player's success deteriorates over the course of the session, but this effect is mitigated by the player's experience. We also find no significant long-term improvement in the individual performance of most players. Modelling the short-term performance dynamics allows us to accurately predict when players choose to continue to play or end the session. Our findings suggest possible directions for individualized incentives aimed at steering the player's behaviour and improving team performance.

References

48