A theoretical framework for online game society: the case of league of legends

League of Legends is the largest online game in the world, but is under-represented in video game studies. Its community is large and multi-sited, but known for competitive and toxic behaviours. This paper presents a qualitative research project into video game sociology, using League of Legends as the research site. It draws on Bourdieu's established social theory alongside empirical ethnography and remediates it, creating a theoretical framework which models the underlying social structure of wider virtual worlds and online communities in a flexible, adaptable way.

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