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League of Legends

Columns

Tuesday, February 18 2014

Tick, Tick, Tick: The Temporal Cost of Free-to-Play Gaming

Free-to-play game developers are playing a game of their own. The object of that game is to gain ownership of your time.


Blogs

Thursday, April 10 2014

Learning from 'League of Legends' "URF" Mode

Experimenting with broken design lets you examine the ways small changes could have profound effects on play. We are all better for having played an unbalanced version of a well designed game.


Thursday, December 19 2013

Labor Relations and 'League of Legends'

If we expect eSports to achieve its status as a legitimate and professional sport, then we should expect sponsors and employees to respect and promote a healthy labor relationship.


Wednesday, December 4 2013

Mechanizing Terror: 'League of Legends' and Character Design

What I admire about Nocturne's design is how its function reinforces the theme of the character himself, going so far as to evoke visceral emotional responses and actions in players themselves that make sense given the horror that Nocturne is supposed to represent.


Wednesday, April 10 2013

Change and Literacy in 'League of Legends'

League of Legends' minute updates and additions ripple outward into hugely varied and surprisingly educational forms of play.


Tuesday, January 10 2012

Requiem for a Tiny Internet

League of Legends is an excellent multiplayer experience. Unfortunately, you do have to play it with a lot of other people.


A 'League of Legends' Balancing Act (Moving Pixels) [12.Oct.11]
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