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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
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:
JOHN LABANON
APRIL ANISCO
PARTICIPANTS
WEEKLY SPENDINGS ON
MALE GAME HOURS OF PLAYING ONLINE GAMES
9. Matthew ALL 12 70
HOURS OF PLAYING
X-
GAMES SUM (X-X)2
X- x̄
GAMES SUM (X-X)2
HOURS OF PLAYING
X- x̄
GAMES SUM (X-X)2
X- x̄
GAMES SUM (X-X)2
HOURS OF PLAYING
X- x̄
GAMES SUM (X-X)2
X- x̄
GAMES SUM (X-X)2
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
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.