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Article:
Participation in a Virtual Fandom: Spatiality and Sociality in League of Legends

dc.creatorBashir, Sarah
dc.date.accessioned2025-06-18T13:57:10Z
dc.date.issued2025
dc.description.abstractThe video game industry has become one of the biggest media industries in the world and subsequently an important producer and distributor of cultural commodities (cf. Kerr 2006; Sotamaa/Svelch 2021). While the latter can be said for most media industries, video games are unique in their cultivation of culture, spatiality, and perpetuity. Video games are not simply consumed, they constitute virtual realms that are interfaced, interactive, and multimodal. Games are places of their own (cf. Boellstorff 2008). Thus, fan cultures regarding specific video games, especially online games, often form unique dynamics of movement between spaces, distinct social etiquettes, and activism (cf. Cronin/McCarthy 2011). Important ethnographic work in and around such ‘virtual worlds’ has been done (e.g., Golub 2014; Taylor 2015) but not necessarily been updated to current debates around the growing economic importance of online games, their monetary practices, and virtualised and participatory fan cultures that develop in these contexts. In this paper, the online game League of Legends (2009-) will be used as a case study to dissect virtualized fan culture and its unique participatory practices. In doing so, the paper complements existing approaches within game studies with an ethnographic reading of fan materials. League of Legends is not only a popular and longrunning online game; the publisher Riot Games is also becoming one of the biggest ‘broadcasters’ and organizers of international e-sports tournaments and an advertiser of real-world commodities and celebrities. Fan culture surrounding this game formed unique practices around activism and protest against actions and decisions by Riot Games that will be examined and contextualized within the game itself but also in regards to larger shifts of cultural practices in and around video games.en
dc.identifier.doihttp://dx.doi.org/10.25969/mediarep/23951
dc.identifier.urihttps://mediarep.org/handle/doc/25837
dc.identifier.urihttps://journals.uni-marburg.de/fcr/article/view/8781/8509
dc.languageeng
dc.publisherPhilipps-Universität Marburg
dc.publisher.placeMarburg
dc.relation.isPartOfissn:3052-1416
dc.relation.ispartofseriesFandom | Cultures | Research. Online Journal for Fan and Audience Studies
dc.rights.urihttps://creativecommons.org/licenses/by-sa/4.0/deed.de
dc.subjectGame studiesen
dc.subjectFan cultureen
dc.subjectFree-to-playen
dc.subject.ddcddc:794
dc.subject.workLEAGUE OF LEGENDS
dc.titleParticipation in a Virtual Fandom: Spatiality and Sociality in League of Legendsen
dc.typearticle
dc.type.statuspublishedVersion
dspace.entity.typeArticle
local.coverpage2025-06-19T02:32:17
local.identifier.firstpublishedhttps://journals.uni-marburg.de/fcr/article/view/8781/8509
local.source.epage62
local.source.issue1
local.source.spage47
local.source.volume2
local.subject.gndhttps://d-nb.info/gnd/1353268993
local.subject.wikidatahttps://www.wikidata.org/wiki/Q223341

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