2021
DOI: 10.1016/j.entcom.2020.100393
|View full text |Cite
|
Sign up to set email alerts
|

Boosting: Rank and skill deception in esports

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
34
0

Year Published

2021
2021
2024
2024

Publication Types

Select...
7

Relationship

0
7

Authors

Journals

citations
Cited by 27 publications
(34 citation statements)
references
References 17 publications
0
34
0
Order By: Relevance
“…In total, there are eight respondents that have filled in the form. These respondents are considered experts as League of Legends has a ranking-based system to distinguish players at different levels, and the respondents selected are not from the lower ranked (Conroy et al, 2020) levels. For respondent 3, both Jungle and Mid has consistency ratio of 0%.…”
Section: Resultsmentioning
confidence: 99%
“…In total, there are eight respondents that have filled in the form. These respondents are considered experts as League of Legends has a ranking-based system to distinguish players at different levels, and the respondents selected are not from the lower ranked (Conroy et al, 2020) levels. For respondent 3, both Jungle and Mid has consistency ratio of 0%.…”
Section: Resultsmentioning
confidence: 99%
“…Especially for game boosters, economic opportunities lead to adverse choices in supporting young people embedded by their moral hazards to achieve income growth. On the other hand, young people with a high level of knowledge about ICT and social networks act shirking choosing high-income generating [8,10,27] can find work as a game booster. Moreover, the choice of undertaking this type of work means that young people do not want to pursue a lengthy professional career [11,13,37,52].…”
Section: Literature Review and Hypothesis Developmentmentioning
confidence: 99%
“…Simultaneously, it considers mobile social networks that are efficient and trustworthy in explaining behavioural game boosters and increasing expert-level users. This research firstly posits Conroy et al [8]; Liu et al [29]; Manganelli and Nicita [20]; Yen and Hung [32] by describing the supply-side and demand-side of game boosters because of spontaneous equilibrium in the gaming market. Then, from these sides, new entrepreneurial businesses emerge for young people to serve the deviated economic reality [11,[33][34][35].…”
Section: Introductionmentioning
confidence: 98%
See 2 more Smart Citations