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Can People Develop a Sense of Belonging

Through Playing League of Legends?


Veerle Scholtes Mirte van Hout Louise van Koppen
Erasmus University College Erasmus University College Erasmus University College
Rotterdam, The Netherlands Rotterdam, The Netherlands Rotterdam, The Netherlands
v.fscholtes@gmail.com mirte.vanhout@hotmail.com loesvankoppen@gmail.com

ABSTRACT approximately 7.5 million people every hour in 2014 and


This paper investigates the relation between playing League only more people have started playing the game since.
of Legends and levels of sense of belonging. Firstly, the
Even though video games often do not involve real life
differences between players and non-players are studied.
communication, League of Legends can contribute to a
Secondly, the difference in sense of belonging between
certain sense of connectedness as the players always play in
premade team and solo players is examined. To investigate teams of five. These teams can be formed randomly -
this, a questionnaire containing questions about League of referred to as playing ‘solo’ - or they are pre-made, meaning
Legends and a measure of sense of belonging was posted on team members play together regularly. In both cases, the
Facebook and on several online League of Legends players are part of a distinct group with a common goal. The
platforms. Firstly, participants were assigned to either the need to be an accepted member of a group, called sense of
player or non-player group. Subsequently, the player group belonging, is inherent to humans and crucial to our
was divided into a solo and pre-made team condition. In order wellbeing. This paper investigates whether playing League
to compare the groups, two independent samples t-tests were of Legends influences people’s sense of belonging.
performed. The results do not show a significant difference
Several previous studies investigated the negative effects of
in levels of sense of belonging between players and non- videogames on people’s thoughts, feelings, and behaviours.
players. However, the results indicate that pre-made team For example, video game play is negatively correlated with
players have a significantly higher level of sense of belonging academic performance, and an increasing amount of studies
than solo players. established links between playing violent videogames and
aggressive behaviour [Anderson, 2004; Anderson and
Author Keywords Bushman, 2001; Gentile et al., 2004; Möller and Krahé,
Sense of belonging; virtual communities; sense of 2009]. However, other studies suggest that videogames can
community; League of Legends. also have beneficial effects. For instance, playing prosocial
ACM Classification Keywords videogames is believed to have a positive effect on prosocial
H.5.3 [Group and Organization Interfaces]: Computer thoughts and behaviour in real life [Gentile et al., 2009;
supported cooperative work. K.8.0 [Personal Computing]: Greitemeyer and Osswald, 2010].
Games. J.4 [Social and Behavioral Sciences]: Psychology. Still, the potential positive effects of videogame play
INTRODUCTION received considerably less attention from the academic
In April 2016, Rotterdam hosted the third edition of the community than negative effects did. Since people spend
European League of Legends Championships. This increasing amounts of time playing League of Legends, it is
competition is seen as a real sports event. Professional teams relevant to understand how this game affects their feelings
work with coaches, thousands of fans cheer for their gaming and behaviour, negatively as well as positively. Furthermore,
heroes in the stadium and the tournament is even broadcast as a sense of belonging is crucial for our wellbeing, it could
on television. The enormous attendance of fans and interest be rewarding to know whether a popular video game such as
in the championships shows the popularity of League of League of Legends can contribute to this feeling.
Legends. This cooperative video game was played by
Therefore, this study aims to investigate whether there is a
difference in sense of belonging between people who do not
Permission to make digital or hard copies of all or part of this work for play League of Legends and people who do, also
personal or classroom use is granted without fee provided that copies are distinguishing between solo and pre-made team players.
not made or distributed for profit or commercial advantage and that copies
bear this notice and the full citation on the first page. Copyrights for Sense of Belonging
components of this work owned by others than ACM must be honored. Sense of belonging is defined as “sense of personal
Abstracting with credit is permitted. To copy otherwise, or republish, to
post on servers or to redistribute to lists, requires prior specific permission involvement in a social system so that persons feel
and/or a fee. Request permissions from Permissions@acm.org. themselves to be an indispensable and integral part of the
ACE2016, November 09-12, 2016, Osaka, Japan system” [Anant, 1966, p.21]. It is an emotional need found
© 2016 ACM. ISBN 978-1-4503-4773-0/16/11…$15.00
DOI: http://dx.doi.org/10.1145/3001773.3001784
in all humans, which motivates us to be an accepted member important characteristic of sense of community, and people’s
of a group. Whether it is family, friends, or a sports team, the need to be part of something larger than themselves is a
need people have to belong to something greater than central aspect of sense of belonging [Fiske, 2004;
themselves is inherent to human nature [Fiske, 2004]. An Vandemark, 2007; Blanchard and Markus, 2004].
important aspect of sense of belonging is a sense of
League of Legends
connectedness [Vandemark, 2007]. Sense of connectedness
League of Legends is an example of a virtual community.
refers to the quality, and number of connections people have
According to Kwak, Blackburn and Han [2015], League of
with others in their social circle, such as family, friends, and Legends is played by 67 million active members a month, 27
colleagues. Furthermore, a sense of place is crucial to one’s million of which play the game every day. With these
sense of belonging. Attachment to places, or ‘locales’, is numbers, it is considered the most popular game of the
central to self-identity, as well as sense of belonging moment [Kwak et al., 2015].
[Vandemark, 2007].
League of Legends is a multiplayer online battle game which is
Furthermore, the need to establish and maintain rewarding free to play for everyone. The goal of the game is to destroy the
interpersonal relationships with others is vital to our health, Nexus, which is the opposing team’s central base. The game is
adjustment, and wellbeing [Baumeister and Leary, 1995]. played in several matches of approximately 30 to 40 minutes.
Previous studies established links between low levels of Each match is played between two teams, consisting of five
sense of belonging and various mental health problems, members. Players can form a team with friends, which is
including increased vulnerability to depression and stress,
called a pre-made team. Otherwise players are randomly
and impaired psychological and social functioning [Hagerty
and Williams, 1999; Hagerty et al., 1996; Hill, 2006]. In grouped with others with comparable skill levels; this is
addition, studies show that college students who have referred to as playing solo. League of Legends has a chat
adequate levels of sense of belonging are more academically function to enable the players to communicate, allowing
engaged in comparison with students who do not [Furrer and them to develop a sense of belonging [Kwak et al., 2015].
Skinner, 2003; Kember et al., 2001]. Moreover, Baumeister However, players can also use the chat function to bother
and Leary [1995] found strong support for the belongingness others with offensive language.
hypothesis, stating that people seek to establish social bonds
in nearly all situations and resist dissolution of existing social Within the game, a set of rules named ‘The Summoner’s
attachments. Hence, developing a sense of belonging is Code’ applies, with nine important ‘codes’ [Riot Games,
crucial to our wellbeing, and a fundamental motivation for 2016b]. Generally, the codes are about how players should
action. treat each other respectfully. Cooperation is an important
aspect of the game as well as communication, which should
Virtual Settlements and Virtual Communities happen with respect, openness and without insulting other
One way to develop a sense of belonging is through players. With The Summoner’s Codes, League of Legends
membership to a community, physical or virtual. Jones encourages collaboration and sportsmanship between
[1997] made a distinction between virtual settlements and players. However, the true impact of the Code remains
virtual communities. Computer-mediated interactions are questionable, as players often do not adhere to its rules.
considered virtual settlements ‘‘when objective measures of
computer-mediated interaction - such as the number of Several tools are implemented in the game to enforce the
messages, the proportion of public communications, the code. For example, it is possible to send friend requests or
proportion of active members, and continuity of participation praise other players by honoring them [Riot Games, 2016a].
- exceed some threshold levels’’ [Blanchard and Markus, Besides tools to reinforce prosocial behavior, players also
2004, p. 66]. In virtual communities, members also have the option to report players who do not honor The
experience affective bonds with each other. As a result, the Summoner’s Code [Riot Games, 2015]. Even though this
members of the virtual platform develop a sense of option exists, players are hardly ever banned for bad behavior
community. because the reporting system is not used properly.
League of Legends and Sense of Belonging
Sense of community is characterized by feelings of belonging
According to Putnam [2000], League of Legends creates
and attachment, not necessarily by physical proximity
many opportunities for social interaction between players,
[Burroughs and Eby, 1988; McMillan and Chavis, 1986;
and has been increasingly important for young people to
Wellman, 1996]. This suggests that members of virtual
gain social capital. Social capital consists of “social
communities can develop a sense of community similar to the
relationships that, while not providing deep emotional
sense of community that exists in non-virtual communities.
support per se, typically function to expose the individual to
Indeed, Blanchard and Markus [2004] found that the three
a diversity of worldviews” [Steinkuehler and Williams,
social processes that are distinctive for non-virtual
2006, p.886]. Furthermore, Putnam [2000] also argues that
communities, being exchanging support, creating identities,
multiplayer online games, such as League of Legends, can
and producing trust, also apply to virtual communities. Even
function as a place to meet, interact and befriend others,
though sense of community and sense of belonging are not
similar to pubs, coffee shops and other hangout places. In
the same, they are strongly related. Sense of belonging is an
this sense, online games serve as third places [Steinkuehler with studies conducted by Kwak et al. [2015] and Straker et
and Williams, 2006]. al. [2015], the following hypotheses were formulated:

Consequently, players can create meaningful friendships H1. People who play League of Legends have a higher level
with people they meet online [Farrugia et al., 2014]. In fact, of sense of belonging compared to non-players
one of the interviewed players confirms that the relationships H2. Pre-made team players have a higher level of sense of
that are most significant to her sense of belonging and belonging compared to solo players
identity are created online. Similarly, another study found First, the methods used to test these hypotheses are explained.
support for the claim that League of Legends creates high Subsequently, the results are presented and interpreted in
opportunities for social interaction, as team members need to light of the hypotheses. The paper finishes with a discussion
cooperate to win the game [Straker et al., 2015]. This way, a and conclusion.
team can be considered a small social system. Moreover,
METHOD
multiplayer games can provide a sense of belonging, as the
players cooperate either via the Internet or in person [Ryan Participants
et al., 2006]. The sample investigated in the current study (n=77) included
both people who play, as well as people who do not play
However, according to Straker et al. [2015], League of League of Legends. From the respondents, 57 (73.1%) were
Legends only creates a moderate sense of belonging, even male, the remaining 21 (26.9%) were female. Their mean age
though it offers many opportunities for social interaction. was 19.5 (SD=2.6), and ranged from 14 to 27. Furthermore,
According to these researchers, the sense of belonging the the sample included 44 Dutch, and 33 international
teams provide is temporary: players feel they are accepted participants. One participant was excluded from the sample,
members of the group as long as the game lasts. When the as several values were missing.
teams break up at the end of the game, this feeling disappears. From the 77 participants, 45 (57.6%) played League of
This notion is only applicable to solo players, as pre-made Legends. The majority of the players, 26 (57.8%) indicated
teams tend to stay together. Moreover, a player could be they play almost every day. Furthermore, 14 (31.1%) play
insulted by other players, when his team members are more once or twice a week. The remaining five participants play
League of Legends on average once or twice a month. The
skilled than he or she is.
League of Legends players were divided in two groups, the
Hypotheses solo and pre-made team group. The solo group contained the
Sense of belonging is the emotional need people have to feel participants who played solo (n=17), the participants who
as accepted, and important members of their group. The play in pre-made teams were placed in the pre-made team
concept of sense of community is related to sense of group (n=28). Apart from the solo and premade team groups,
belonging. This sense of community can exist within face-to- there was a control group composed of participants who do
face, as well as in virtual communities. By experiencing not play League of Legends (n=32). The choice for a control
affective bonds with each other, members of virtual group which did not play a game was made, because this is
communities develop a sense of community similar to the one an introductory study to examine if there is a difference
that exists in face-to-face communities. between playing League of Legends and playing no game.
League of Legends is an example of a virtual community. It Research Design
is a multiplayer game, in which two teams of five compete Sampling Method
against each other. Players can play solo or in a pre-made Data were collected from 45 people playing League of
team. The chat function enables players to communicate and Legends and 32 people who did not play this game. The
cooperate. participants were invited to administer the survey (Appendix
Consequently, virtual communities such as League of A) either via a League of Legends forum, the Erasmus
Legends serve as platforms for players to meet and befriend University College Facebook page, or via the Facebook
others. This allows players to gain social capital or – group of a student association, the Rotterdamsch Studenten
according to other studies – meaningful friendships. Gezelschap.
Moreover, other researchers argue that League of Legends Procedure
provides players with a sense of belonging. On the other
There were no paper versions of the survey handed out, all
hand, it is also noted that League of Legends only provides a
respondents filled it in online. Participation in the study was
temporary sense of belonging, as teams break up at the end
voluntary, participants received no compensation. The
of a game. In addition, the chat function can be used to insult
present study employs a cross-sectional research design, as
others.
all participants were measured at one point in time.
Still, the notion that players develop a temporary sense of Measurements
belonging through playing League of Legends, implies that
players derive a certain sense of belonging from the game. Demographics
Furthermore, this suggests that the sense of belonging The survey first measured gender (1=Male, 2=Female),
remains as long as the teams stay together. In accordance nationality and age (date of birth).
League of Legends N M SD
Secondly, if participants confirmed they played League of
Legends, several questions were asked about their Players 45 53.82 6.17
engagement in the game. For example, players were asked Non-players 32 55.78 10.41
how many hours per week they play on average, and if they
played solo, or in a pre-made team. Table 2. Descriptive Statistics. N=number of participants.
M=mean. SD=standard deviation.
Sense of Belonging
Lastly, the participants’ sense of belonging was measured The second hypothesis states that pre-made team players
with the questionnaire developed by Hagerty and Patusky have a higher level of sense of belonging compared to solo
players. In order to test H2, an independent samples T-test
[1995]. The original questionnaire consists of 18 items, each was performed. As Levene’s Test was significant (0.016 <
measuring different aspects of sense of belonging. The 0.05), equal variances were not assumed. The t-test showed
questionnaire used in the present study included 13 of these there is a significant difference between pre-made team
statements, such as ‘I feel like I fit in’, ‘What I offer is players (M=56.68, SD=7.94) and solo players (M=49.12,
valued’ and ‘I could disappear for days without anyone SD=7.94) (Table 4) in their levels of sense of belonging
noticing’. For each item, participants were asked to indicate (t(24.07)=1.03, p=0.0.34) (Table 3) (Appendix B2). These
to what extent they agreed with it on a 5-point Likert scale. results support the second hypothesis.
The possible answers ranged from ‘strongly disagree’ to T Df Sig.
‘strongly agree’. When agreement with an item indicated a
high sense of belonging, the answer ‘strongly agree’ led to a -2.25 24.07 0.034
score of five on that item. However, some items were Table 3. Independent Samples T-test Results. T=t-score.
negatively formulated, meaning that high agreement Df=Degrees of Freedom. Sig.=Significance
indicated a low level of sense of belonging. These items N M SD
were recoded to ensure that a high score always indicated a
higher sense of belonging. Pre-made 28 56.68 7.94
team players
Finally, the respondents’ levels of sense of belonging were
Solo players 17 49.12 12.41
assessed by taking the sum of the scores of all answers,
ranging from 13 to 65. The alpha of the original Table 4. Descriptive Statistics. N=number of participants.
questionnaire is 0.89. However, as only 13 of the original 18 M=mean. SD=standard deviation.
statements were included in the present questionnaire, the DISCUSSION
alpha was calculated again. The questionnaire used in the Firstly, the current study investigated whether there are
present study has a Cronbach’s alpha of 0.90, which differences in levels of sense of belonging between people
indicates it is a reliable measurement for sense of belonging. who play League of Legends compared to people who do not.
RESULTS Secondly, the study examined whether there is a difference
in sense of belonging between people who play in pre-made
The first hypothesis, stating that people who play League of
teams, compared to people who play solo. The research
Legends have a higher sense of belonging compared to non- design included a non-player group, a solo-player group, and
players, was tested by means of an independent samples T- a pre-made team group. Participants were recruited via the
test. Levene’s Test was significant (0.006 < 0.05), so equal University College Facebook page, the Rotterdamsch
variances are not assumed. The alpha level of the Studenten Gezelschap Facebook group and a League of
independent samples t-test is 0.305, which indicates that Legends forum.
there is no significant difference in level of sense of In line with research conducted by Kwak et al. [2015], we
belonging (t(72.93)=1.03, p=0.305) (Table 1) between hypothesized that people who play League of Legends have
players (M=53.82, SD=6.17) and non-players (M=55.78, a higher level of sense of belonging compared to people who
SD=10.41) (Table 2) (Appendix B1). Following these do not play this game. However, our results do not provide
results, the hypothesis is rejected. support for this hypothesis.
A possible explanation for this unexpected result is the fact
T Df Sig. that our non-playing group only included university students,
1.3 72.93 0.305 many of which are members of a student association.
Previous research indicates that students who are members of
Table 1. Independent Samples T-test Results T=t-score. a sorority or fraternity have a higher level of sense of
Df=Degrees of Freedom. Sig.=Significance. belonging compared to non-members [Maestas et al., 2007].
Therefore, it could be that the average level of sense of
belonging among the non-players in our sample is higher than
the average for the population. This could explain why there
is no difference between the player and non-player groups.
Furthermore, based on research conducted by Straker et.al. multiplayer games. This way, the effect of the cooperative
[2015], we hypothesized that people who play League of aspect on players’ sense of belonging could be investigated.
Legends in a pre-made team have a higher sense of belonging
than people who play solo. Contrary to the first hypothesis, In conclusion, this study found no significant difference in
this hypothesis is supported by the results. levels of sense of belonging between non-players compared
to people who do play League of Legends. The hypothesis
The results show that pre-made team players have a higher stating that people who play in a pre-made team have a higher
level of sense of belonging than solo players. This result level of sense of belonging than solo players, is supported by
could be used to increase the sense of belonging of certain the results. To determine whether the relationship between
target groups. For example, people with low levels of sense playing in a pre-made team and sense of belonging is causal,
of belonging who already play League of Legends as solo further research is necessary.
players, can be advised to play in a pre-made team to increase
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