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

The 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.

Publication Details

Journal
MEDIAREP
Published
2025-01-01
DOI
https://doi.org/10.25969/mediarep/23951
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

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

MEDIAREP
Digital Games and Media
article

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

article en

Abstract

The 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.

MEDIAREP
Openalex Percentile: Top 42%
Digital Games and Media
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Participation in a Virtual Fandom: Spatiality and Sociality in League of Legends · MEDIAREP (2025) | TGRS Research Map | TGRS