Casual Competition by Design: A Study of the All Random All Mid (ARAM) Mode in League of Legends

Competitive gaming, a long-standing study context for CSCW, has recently faced criticism due to its design emphasis on competition and achievement, which is associated with adverse phenomena such as player toxicity and anxiety. Recognizing this limit, game designers have proactively made design attempts to ameliorate these unintended consequences of competitive gaming. A notable example is the All Random All Mid (ARAM) mode in League of Legends (LoL), designed to introduce casualness into competitive gaming. To understand how players experience both casualness and competitiveness, a seemingly contradictory pair, we conducted an interview study with ARAM players, finding that ARAM supports 'casual competition' through decentering competition, diversifying interpersonal dynamics, and filling gaps in player needs. We further discuss how game design and player agency co-constitute casual competition, reflect on key aspects of competitive gaming design such as diversity and fairness, and provide implications for competitive gaming design, which may help combat toxicity.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2024-11-07
DOI
https://doi.org/10.1145/3686992
Citations
5
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
5.66
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article

Casual Competition by Design: A Study of the All Random All Mid (ARAM) Mode in League of Legends

Yubo Kou, Zinan Zhang
5 citations
Proceedings of the ACM on Human-Computer Interaction
Digital Games and Media
5.66
article

Casual Competition by Design: A Study of the All Random All Mid (ARAM) Mode in League of Legends

Yubo Kou, Zinan Zhang
article en
5 citations

Abstract

Competitive gaming, a long-standing study context for CSCW, has recently faced criticism due to its design emphasis on competition and achievement, which is associated with adverse phenomena such as player toxicity and anxiety. Recognizing this limit, game designers have proactively made design attempts to ameliorate these unintended consequences of competitive gaming. A notable example is the All Random All Mid (ARAM) mode in League of Legends (LoL), designed to introduce casualness into competitive gaming. To understand how players experience both casualness and competitiveness, a seemingly contradictory pair, we conducted an interview study with ARAM players, finding that ARAM supports 'casual competition' through decentering competition, diversifying interpersonal dynamics, and filling gaps in player needs. We further discuss how game design and player agency co-constitute casual competition, reflect on key aspects of competitive gaming design such as diversity and fairness, and provide implications for competitive gaming design, which may help combat toxicity.

Proceedings of the ACM on Human-Computer InteractionVol. 8(CSCW2)
Pennsylvania State University (US)
Openalex Percentile: Top 4%
Digital Games and Media
5.66
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Casual Competition by Design: A Study of the All Random All Mid (ARAM) Mode in League of Legends — Yubo Kou, Zinan Zhang · Proceedings of the ACM on Human-Computer Interaction (2024) | TGRS Research Map | TGRS