W127102307 Altruism - Running head THE LEAGUE OF LEGENDS The League of Legends Student Name University 1 THE LEAGUE OF LEGENDS 2 Task one proposal

W127102307 Altruism - Running head THE LEAGUE OF LEGENDS...

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Running head: THE LEAGUE OF LEGENDS 1The League of LegendsStudent NameUniversity
THE LEAGUE OF LEGENDS 2Task one “proposalIntroduction Online gaming has become an increasing phenomenon in the recent past. Online gamingsimply implies that an individual can in actual time with other real people over the net. Theabove is done through the use computers. Game consoles, tablets, and smartphones that arelinked to the internet. Studies indicate that online gaming is not a recent phenomenon. Onlinegaming began several decades ago. Accordingly, this study examines the history of onlinegaming explain how these games have grown and changed over time. Additionally, the studydiscusses the major regions and demographics where these games are popular. The study topic To achieve this, the study employs the topic: the League of Legends. The league oflegends is one of the most popular online games. Normally, the game is a multiplayer onlinetactic arena game that WA developed by riots games in 2011. However, the game has gainedpopularity across the world within a short period of existence. The major goal of the game is todestroy the opposing team’s nexus. Nexus is normally a structure that began at the base of theheart protected by a defensive structure. Studies indicate that in the recent past, the league oflegends has become popular across the globe with over one million people across the worldplaying it. Its popularity was generated to its characteristics of simplicity thus easier to handle.Compared to its rival game DOTA 2 the league of legends is easier thus the increasing number ofplayers (Agha, 2015).The main study question
THE LEAGUE OF LEGENDS 3The major question that this study intends to answer is: what is the league of legends andwhy has it become popular around the world.Study sub questions To answer the above given major questions, the following sub-questions will be addressed. a.What is the history of online gaming? b.How has online gaming business grown and changed over time?c.In what regions and among what demographics is the league of legends most popular? Methodology The proposed study will employ the use of descriptive survey design. The above isbeaded on the idea that the design allows the use collection of in-depth data ascertaining attitudesand opinions. A sample size of 100 leagues of legends online gamers will be used in the study.Purposive sampling will be employed in the selection of the study sample size. Both primary andsecondary sources will be sued in data collection. Interviews and focus group discussions andquestionnaires will be used to obtain primary data whole books, and journals will providesecondary data. Data will be analyzed thematically and then presented in the form of narration.

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