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Introduction

MOBA (Multiplayer Online Battle Arena) are real time battle game , sub-genre of

real time strategy (RTS)genre .The battle usually takes place between two teams in a

fantasy environment. The player can choose only one hero and control him using RTS-style

interface. Every hero has different abilities and he is a part of team strategy. The strategy

include the responsibility to choose members that match the requirements and can

complete competitive team .The player must undertake a specific role and job in the

game and cooperate with other players to achieve a goal The goals may slightly differ

from one MOBA to another .

In essence, MOBA games are a subgenre of real-time strategy games in which

two teams, typically consisting of five players each, compete against each other with each

player controlling a single character. Contrary to real-time strategy games, there is no unit
or building construction in a MOBA game so “much of the strategy revolves around

individual character development and cooperative team play in combat”. Two of the

three most played PC games are MOBA games: League of Legends and DOTA 2. And yet,

it all started from a small and niche fan-made custom map for Blizzard’s real-time strategy

(RTS) game StarCraft, Aeon of Strife (AoS), back in 1998, by a modder (an individual who

deliberately modifies games to his advantage or for fun) called Aeon64. While AoS set the

basics, it wasn’t until Defense of the Ancients (DOTA) when the MOBA genre was born as

we know it today. In 2009, Riot Games released League of Legends (LoL) with a completely

different pricing approach: it was free to play. Anyone could download it and play with a

rotating selection of heroes and some limitations – extra content could be purchased in-

game, though. Besides LoL, the second most popular MOBA game as of today (with more

than 11 million unique players per month according to their website) is DOTA 2, which was

released in 2013 through Valve’s STEAM digital store. Both games are similar in concept but
they differ in execution; overall, League of Legends simplified DOTA while DOTA 2 is often

considered more demanding and strategically complex than LoL. Moreover, both feature

a massive number of players, although LoL has a significantly larger player base. However,

they are not alone: a myriad of other titles such as Smite, Heroes of Newerth and Heroes of

the Storm, the recent entry from Blizzard itself, are also played by millions of players every

month. Mobile MOBAs do exist too, with titles such as Vainglory. MOBAs provide an

unprecedented research opportunity due to the combination of two factors: the huge

number of players (and eSports viewers) they attract and how easy it is to access part of

the generated and recorded in-game data. APIs (functions allowing the creation of

applications which access such applications’ data and retrieve it) are available and even

officially supported. There are, however, some problematic features too: MOBA games are

often patched, so the game changes regularly. Professional teams are unstable, frequently

appearing and disappearing before relevant conclusions can be drawn. Users are
everywhere and they play a lot, so wide datasets become unmanageable. Esport has

definitely been a driving force behind the success of the genre. According to Twitch

MOBA’s like League of Legends and DOTA 2 account for over five billion minutes of content

viewed on the live streaming platform every month. But MOBA’s shouldn’t be judged on

their massive presence on professional gaming alone. MOBAs appeal to a wide audience

of gamers wider than their Esports profile than they usually suggest. They are both

aspirational and acceptable because people cannot only watch the elite players playing

them, they can jump online with friends and others at a similar skill level and have a fun

experience.
Review of Related Literature

Over the last few decades, the video games industry has made a huge progress in

terms of graphics, game development as well as a new kind of interactions and social

interaction between the players-. In the late 1970s the first multiuser games appeared- the

called MUD (Multi-User Dungerons) – which were text based. Some of them, had very

simple graphics and others didn’t have any graphic elements at all. The whole concept of

the environment, depended on the or player’s imagination. The players were describing

their appearance with words as well as the environment where the game took place,

creating a narrative story about the game. Due to computer hardware and software

advances and especially the World Wide Web, the new kind of video games made their

entrance in the digital era- the famous “massively multiplayer online role playing games”

(MMORPGs). The first MMORPG was the Meridian 69 which appeared in 1976 Later on,

during the first decade of 2000, some other MMORPGs appeared with higher quality
graphics and 3D type of graphics. The most famous commercialized MMORPG was the

“World of Warcraft (WOW)” which got popular since it was released in 2004 and still remains

one of the most popular multiplayer games. In 2009, a new free MMORPG was released,

called “League of Legends” (LOL) which became also very popular. The League of

Legends had the highest amount of gameplay hours in US/EU for a period of one year (July

2011 until June 2012). It took the first place with 1,292,502,456 hours of gameplay, the World

of Warcraft was in second place with 622,378,909 hours of gameplay (DFC Intelligence

,2012). People from all over the world (from more than 145 countries) play daily

in battles and tournaments According to various sources, the amount of monthly users of

League of Legends reached 32 million active monthly users in October 2012 (Riot Games

2013)- a number larger than the World of Warcraft subscribers, which already hit its peak

reaching over 12 million monthly subscribers. Ever since its release back in 2009, League of

Legends has grown to become the most popular game in the world. With millions of gamers
logging in every month from over 145 countries, League of Legends shows no signs of giving

up the top spot. The most recent figures show that League of Legends has an active player

base of over 80 million monthly players. Or over 27 million players every single day. While

DOTA 2 has 1,291,328 players and WORLD of WARCRAFT has 5.5 million global subscribers.
MINI RESEARCH IN
MOBA GAMES:
HOW MUCH TIME AND MONEY DO AVERAGE
STUDENTS SPEN WHILE PLAYING MOBA
GAMES

SUBMITTED BY:

CEDRIC JAMES FARINAS

JANSEN DAVID BUNCALAN

JAYD ANDREI DEGOMA

JOHN LABANON

RUTHNEL SON CALIPAYAN SUBMITTED TO:

APRIL ANISCO
PARTICIPANTS

WEEKLY SPENDINGS ON
MALE GAME HOURS OF PLAYING ONLINE GAMES

1. Carl MOBILE LEGENDS 6 70

2. Jhen MOBILE LEGENDS 5 100

3. Joshua ALL 3 100

4. Vincent ML, LOL 6 70

5. Patrick ALL 9 100

6. Leo MOBILE LEGENDS 7 100

7. Ralph MOBILE LEGENDS 6 100

8. Carlos MOBILE LEGENDS 6 60

9. Matthew ALL 12 70

10. Jansen MOBILE LEGENDS 8 90


WEEKLY SPENDINGS ON
FEMALE GAME HOURS OF PLAYING ONLINE GAMES

1. TRIXIE MOBILE LEGENDS 6 100

2. Jhasmine MOBILE LEGENDS 10 100

3. Patricia MOBILE LEGENDS 3 60

4. Angelica MOBILE LEGENDS 4 60

5. Kisha MOBILE LEGENDS 3 70

6. Mica MOBILE LEGENDS 5 70

7. Juna MOBILE LEGENDS 8 100

8. Jonna MOBILE LEGENDS 12 150

9. Jofel MOBILE LEGENDS 9 100

10. Judelyn MOBILE LEGENDS 3 60


MALE
Count:
4
(How many numbers)
Sum:
146
(All the numbers added up)
Mean:
36.5
(Arithmetic mean = Sum / Count)

HOURS OF PLAYING

X-
GAMES SUM (X-X)2

MOBILE LEGENDS 68 31.5 992.25


LEAGUE OF
LEGENDS 30 -6.5 42.25

RULES OF SURVIVAL 24 -12.5 156.25

ALL 24 -12.5 156.25

TOTAL 146 36.5 1347

1). 68+30+24+24 = 146 SD =√


∑ ∣𝑥−𝜇∣ 2
𝑁
146
2). = √1347
4
=
4
3). X- x̄
= √336.75

4). (X-X)2 = 18.35


Count:
4
(How many numbers)
Sum:
1740
(All the numbers added up)
Mean:
435
(Arithmetic mean = Sum / Count)

WEEKLY SPENDING ON ONLINE GAMES

X- x̄
GAMES SUM (X-X)2

MOBILE LEGENDS 860 425 180,625


LEAGUE OF
LEGENDS 340 -95 9025

RULES OF SURVIVAL 270 -165 27225

ALL 270 -165 27225

TOTAL 1740 435 244100

1). 860+340+270+270 = 1740 SD =√


∑ ∣𝑥−𝜇∣ 2
𝑁
1740
2). = √244100
4 =
4
3). X- x̄
= √61025

4). (X-X)2 = 247.03


FEMALE
Count:
4
(How many numbers)
Sum:
63
(All the numbers added up)
Mean:
15.75
(Arithmetic mean = Sum / Count)

HOURS OF PLAYING

X- x̄
GAMES SUM (X-X)2

MOBILE LEGENDS 63 47.25 2232.5625


LEAGUE OF
LEGENDS 0 -15.75 248.0625

RULES OF SURVIVAL 0 -15.75 248.0625

ALL 0 -15.75 248.0625

TOTAL 63 15.75 2976.75

1). 63+0+0+0 = 63 SD=√


∑ ∣𝑥−𝜇∣ 2
𝑁
63
2). √2976.75
4 =
4
3). X- x̄ = √744.1875

4). (X-X)2 = 27.27980022


Count:
4
(How many numbers)
Sum:
870
(All the numbers added up)
Mean:
217.5
(Arithmetic mean = Sum / Count)

WEEKLY SPENDING ON ONLINE GAMES

X- x̄
GAMES SUM (X-X)2

MOBILE LEGENDS 870 652.5 425756.25


LEAGUE OF
LEGENDS 0 -217.5 47306.25

RULES OF SURVIVAL 0 -217.5 47306.25

ALL 0 -217.5 47306.25

TOTAL 870 -217.5 567675

1). 870+0+0+0 = 870 SD=√


∑ ∣𝑥−𝜇∣ 2
𝑁
870
2). √567675
4 =
4
3). X- x̄ = √141918.75

4). (X-X)2 = 376.7210506


ALL
Count:
4
(How many numbers)
Sum:
209
(All the numbers added up)
Mean:
52.25
(Arithmetic mean = Sum / Count)

HOURS OF PLAYING

X- x̄
GAMES SUM (X-X)2

MOBILE LEGENDS 131 78.75 6201.5625


LEAGUE OF
LEGENDS 30 -22.25 495.0625

RULES OF SURVIVAL 24 -28.25 798.0625

ALL 24 -28.25 798.0625

TOTAL 209 52.25 8292.75

1). 131+30+24+24 = 209 SD=√


∑ ∣𝑥−𝜇∣ 2
𝑁
209
2). √8292.75
4 =
4
3). X- x̄ = √2073

4). (X-X)2 = 45.53226878


Count:
4
(How many numbers)
Sum:
2610
(All the numbers added up)
Mean:
652.5
(Arithmetic mean = Sum / Count)

WEEKLY SPENDING ON ONLINE GAMES

X- x̄
GAMES SUM (X-X)2

MOBILE LEGENDS 1730 1077.5 1161006.25


LEAGUE OF
LEGENDS 340 -312.5 97656.25

RULES OF SURVIVAL 270 -382.5 146306.25

ALL 270 -382.5 146306.25

TOTAL 2610 625.5 1551275

1). 1730+340+270+270 = 2610 SD=√


∑ ∣𝑥−𝜇∣ 2
𝑁
2610
2). √1551275
4 =
4
3). X- x̄ = √387818.75

4). (X-X)2 = 622.7509534


CONCLUSION/DISCUSSION

1. Most of the students we surveyed spend more or less 8 hours a day playing online

games , and according to the data we gathered 100% of the students we surveyed using

a questionnaire , each and one of them play Mobile Legends, others also play Rules of

Survival and League of Legends.

2. we conclude the most of the student spend 30-40% of their daily allowance just to

play their favorite online games, thus despite of their high expenses on playing mobile

games, students are still willing to pay these high prices for mobile data just tot play their

favorite games.

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