<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Lore v. Representation: Narrative Communication of Power with Regard to Gender in League of Legends</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>General Terms Design</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Human Factors.</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>E. M. Rimington University of Southampton UK</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>T. Blount University of Southampton UK</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper examines the differences in narrative presented in the lore (the canonical history, aims and personality) and the digital representation of characters in the game League of Legends. We use a combination of close media analysis and broader trend analysis of the champion roster in order to demonstrate this ludonarrative dissonance, alongside metanarrative discussion from the community forum. We discuss the implications of discordance between lore and implementation from a gender-power perspective, highlighting in particular the presentation of performative femininity as a design factor superseding that of narrative logic. Implications of these findings are discussed.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;League of Legends</kwd>
        <kwd>narrative</kwd>
        <kwd>culture</kwd>
        <kwd>video game studies</kwd>
        <kwd>gender</kwd>
        <kwd>objectification</kwd>
        <kwd>avatars</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>The meta-narrative for many champions is discordant and often
clumsy for a number of reasons which we consider meaningful to
our argument. We aim to show that in particular gender tropes in
the representation of female characters conflict with, or take
precedence over, their narrative construction. We argue that is the
result and expression of a cultural hegemony in which the male
gaze is privileged and legitimized.</p>
    </sec>
    <sec id="sec-2">
      <title>1.1 Context</title>
      <p>
        This paper begins with certain assumptions regarding the
sociocultural construction of objects. We accept the established view
that a given artefact does not exist in isolation, but is both result
and part of wider networks of meaning-making and power [
        <xref ref-type="bibr" rid="ref1 ref13 ref3 ref5">1, 3, 5,
13</xref>
        ]. This assumption allows us to view cultural objects as being
coded with socio-cultural meaning, which may be deciphered
using different perspectives and modes of analysis. Narrative
objects may therefore carry meaning in two ways; firstly as part of
the story to which they belong and secondly as social products.
This is the epistemological standpoint informing our discussion of
League of Legends champions as narrative constructs. We seek to
compare the narrative informing their existence in a fantasy game
world with the coded real-world socio-cultural meanings
embodied through them.
      </p>
      <p>
        Riot games, the publishers of League of Legends, are in
continuous dialogue with fans and players. The community has a
large say in how and which changes are implemented (although
the final say is always with the developers) and the development
of an effective metagame is considered to be of particular
importance to the community [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. This exemplifies the
coconstructive relationship between game developers and their
audience, in which cultural products (video games) are made and
consumed, and therefore works comfortably within our
constructionist epistemology.
      </p>
      <p>
        League of Legends champions offer several unique
methodological affordances. They exist as semi-discrete objects in
the context of League of Legends. This means that they can be
looked at independently as they are not dependent on or crucial to
wider plot. Like most video game characters they are given logic
for their existence in the form of ‘lore’. It is through lore, play
mechanics, and image that champions are narratively coded.
Champions are also constantly in a state of existential flux. The
world to which they ‘belong’ is continuously being worked and
re-worked as patches are applied and new champions are added.
Not only this, but their individual backstories may be retro-fitted
to better suit new narratives as the ‘story’ of League of Legends is
changed. This iterative process of creation, in which backstories
and play mechanics are continuously changed according to
audience feedback and top-down design approaches, contributes
to noticeable amounts of discordance between lore and play,
which we term ‘ludonarrative dissonance’[
        <xref ref-type="bibr" rid="ref14 ref6">6, 14</xref>
        ]. This is not a
new concept in game studies, but our decision to examine it as an
expression of gendered hypernarrative is novel.
1.2
      </p>
    </sec>
    <sec id="sec-3">
      <title>Hypotheses</title>
      <p></p>
      <sec id="sec-3-1">
        <title>That there is dissonance between the narrative construction of characters as presented by the game lore, their graphical design and representation, and their gameplay style.</title>
      </sec>
      <sec id="sec-3-2">
        <title>That in female characters this disjuncture will be predominantly influenced by the need to visually code them as feminine and erotic objects.</title>
      </sec>
      <sec id="sec-3-3">
        <title>That the gendered difference of this disjuncture is an expression of power networks in which ‘femaleness’ is continuously produced and reproduced as ‘other’ and essential regardless of other narrative logics.</title>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>2. METHODOLOGY 1.1 The research site: A brief overview of League of Legends</title>
      <p>Unlike other game worlds, the world in which League of Legends
is situated is not established through libraries of pulp fiction or
narrative-based in-game quests. The lore created to give the
League of Legends battle arena provenance is subject to change,
and narratives which were at one time canonical are subject to
change or removal. This is in part due to its origins as a ‘mod’ of
Warcraft III, a fantasy-based RTSG with a substantial backstory.
In making League of Legends a discrete game its creators could
no longer use the copyrighted narratives of the Warcraft universe,
but chose to develop a different fantasy setting in which the game
would take place. Runeterra, Valoran, and the League of Justice
were created as a result.</p>
      <p>Runeterra is a fantasy world in which magical wars have split the
land into continents. Valoran is one of these continents, populated
by humans, animals, and magical hybrids of both. Its populace
predominantly live in governed countries and city-states, of which
there are nine.</p>
      <p>The city-states are as follows: Demacia, Shurima, Freljord, Noxus,
Ionia, Zaun, Piltover, Bandle City, and Bilgewater. There appears
to be little logic behind the design of the regions of Valoran
beyond providing background colour to the champions. Demacia
is a caricature of medieval morality led by a constitutional
monarchy. Its arch-rival, Noxus, is the antithesis of Demacia as its
citizens value power above all else.</p>
      <p>As proof of their mettle as a cruel and power-hungry adversary,
Noxus obligingly invades and lays waste to surrounding lands.
The ‘oriental’ lands of Shurima and Ionia suffer in particular.
Shurima is vaguely themed around ancient Egypt and was once a
great empire built on the backs of slaves. At this time in the lore it
is once again rising from the desert thanks to its inhabitant
human-animal hybrid demi-gods and ‘ascended’ spirits. Ionia is
the ‘far east’ of Valoran whose inhabitants are non-violent
masters of martial arts [sic] who strive for inner spiritual peace.
Other ‘lands’ without direct governance include the Kumungu
jungle, the Void (a space between the worlds which occasionally
spawns hideous monsters), and the Shadow Isles.</p>
      <p>After these states’ constant squabbling threatened to wreak further
destruction on the landscape, a council of key magicians and
‘summoners’ (sorcerers) found a new way for the states to resolve
political differences and disputes, and formed an organisation
named the League of Legends. The League was an effectively
utilitarian solution to the problem of war. As diplomatic
resolution to conflict was unlikely, and war ill-advised, a
microcosm of violence was created. Each city was described sends
representative ‘champions’ to the League to battle. Additionally,
individual fighters attracted by chances of fame or the opportunity
to do battle with their enemies are also allowed to fight, as
voluntary gladiators were.</p>
      <p>
        That the world in which the League is situated was stitched
together from need rather than as a unique fantasy is clear from its
construction. This lack of foundational logic also forces
continuous retro-fitting and plot-hole patching. It relies heavily on
comfortable tropes and stereotypes which form
easilyrecognisable codes for players to read and understand as
meaningful. It also allows its genre genealogy to show through.
Early champions have obvious DOTA2 counterparts, which were
themselves descendants of the Warcraft universe. Later character
designs make the effort to produce unique champions, and
retrofitted lore changes intend to make the world more distinct
from its predecessors and counterparts. This aims to create a more
satisfying for players who look for more than effective mechanics
in their online games and want the illusion of a virtual fantasy
world as a foundation [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], but is often not consistently carried
out, contributing to the ludonarrative dissonance which is so
problematic in League.
      </p>
      <p>The largest of these changes took place in 2015, when the lore
surrounding the League of Justice was removed entirely, along
with the logic of players as ‘summoners’. There is therefore
nothing currently coercing champions to fight beyond their own
will.</p>
    </sec>
    <sec id="sec-5">
      <title>1.2 Method</title>
      <p>There are 130 playable champions in the League of Legends
roster at the time of writing. A full discussion of each champion
would be unfeasible for the scope of a position paper. Instead we
created a taxonomy to describe the physical characteristics of
champions and queried it to identify overall gendered trends in
representation. We then narrowed our approach with with a small
random sample of champions by gender: three males and three
females.</p>
      <sec id="sec-5-1">
        <title>Male</title>
        <sec id="sec-5-1-1">
          <title>Garen</title>
        </sec>
        <sec id="sec-5-1-2">
          <title>Malzahar</title>
        </sec>
        <sec id="sec-5-1-3">
          <title>Swain</title>
        </sec>
      </sec>
      <sec id="sec-5-2">
        <title>Female</title>
        <sec id="sec-5-2-1">
          <title>Vayne</title>
        </sec>
        <sec id="sec-5-2-2">
          <title>Shyvana</title>
        </sec>
        <sec id="sec-5-2-3">
          <title>Cassiopeia</title>
          <p>We analysed each champion in our sample in terms of their
construction. We aimed to break down each champion into
components of narrative construction (made up of their lore,
speech and visual representation), and their mechanical
construction (play mechanics, additional ‘skins’, movements, and
trivia) in order to gauge ludonarrative consistency. We paid
particular attention to the ways in which these codes differed, and
what these differences said about cultural products, and about
social attitudes towards gender.</p>
          <p>We also examined how players of the game perceive these
elements and the relation between them by searching for each
champion by name on the (predominantly English-speaking)
North American and Europe-West community forums1 and
examining threads over the course of the last year that related
specifically to lore and/or gameplay. In this paper, we provide a
small sample of comments made as an illustration, but a future
study to quantify the number of comment types (gameplay, lore,
etc.) and their position on these issues (over/under-powered,
harmonious/dissonant, etc.), may also prove valuable.
1 http://boards.[na/euw].leagueoflegends.com</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>3. ANALYSIS 3.1 Overview</title>
      <p>
        Of the 130 characters currently available in League, only 44 are
female (33.8%). This reflects current trends in wider media and
pop culture, in which female characters are generally
outnumbered by their male counterparts. In many video games the
fashion is for muscle-bound, mesomorphic male characters [
        <xref ref-type="bibr" rid="ref4 ref8">4, 8</xref>
        ]
and while half (51%) of male champions fit this stereotype, male
champions also exhibit a wide range in physicality. Characters
only vaguely humanoid in biology or even wholly monstrous or
animal in appearance are overwhelmingly male (94%). This
demonstrates that there is no perceived need to communicate to
the audience through a meta-narrative that the character is, indeed,
male. Thus maleness is communicated to be normative and
inessential [
        <xref ref-type="bibr" rid="ref12 ref4">4, 12</xref>
        ].
      </p>
      <p>
        Compared to this, the presentation of female champions largely as
slim, large-breasted, white and Western (64%) is especially
problematic. Hyper-muscular and monster female characters are
notable for being exceptional (7%). Where male animal-human
hybrids look more like the animal, female hybrids overwhelming
retain secondary sex characteristics associated with ‘femaleness’.
The perceived need to communicate femaleness to the audience
through the meta-narrative supersedes all other requirements. This
is expressive of a power hierarchy which positions maleness as
normal and femaleness as performative [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
    </sec>
    <sec id="sec-7">
      <title>3.2 Close Analysis: Male Champions</title>
      <p>1.2.1 Garen: The Might of Demacia
Lore: In a stellar case of nominative determinism, Garen
Crownguard is the captain of the royal Dauntless Vanguard and a
valiant warrior. Garen was introduced as the antithesis of an
‘edgy’ champion by his designers, and this can be seen in both his
lore and visual representation. He is strong-jawed, Aryan in
appearance, and heavily kitted in shining plate and mail armour
along with an enormous sword. He hails from Demacia (see
section 3.1) and as such adheres to a rigid moral code. He does,
however, harbor secret and complicated feelings for Katarina, a
Noxian assassin, sworn enemy, and also a champion in the League
of Legends.</p>
      <p>Representation: The descriptive narrative of Garen as a mighty
and just warrior is carried out in all aspects of his construction.
His expressions are voiced by Jamieson Price, a voice actor
known for his deep, booming tones and reflect Garen’s
uncomplicated, patriotic personality. His skins, too, are variations
on armour with fantasy and historical influences. When played in
a team with or against Katarina his interactions become mildly
flirtatious, playing on cultural tropes of performative masculinity
in the form of displays of strength. His gameplay is similarly
straightforward, consisting of single-target and area-of-effect
attacks with his enormous sword. The only perceivable break from
the straight-faced presentation of a stalwart warrior character is in
his dance, which is that of the cartoon character and parody of
masculinity Johnny Bravo. This adds a knowing, tongue-in-cheek
aspect to Garen’s play which is not overt in his narrative
construction given the prevalence of similarly muscle-bound and
stereotypically ‘heroic’ characters.</p>
      <sec id="sec-7-1">
        <title>Meta-Narrative:</title>
        <p>In terms of discussion about Garen's mechanics, there was broad
disagreement of his viability in the metagame. Some users
suggested as he was designed as simple champion for new players
to learn on, he was weaker than more complex counterparts,
whereas others suggested he was currently too powerful:
“He's meant to be a newbie champion, as such he's incredibly
one-dimensional and has a very boring style of play.”
“Garen have never being a tank, he is a bruiser. 90% of lol
player played him whit only defence item...build deal sensless
damage on him while being still tanky enough to run trough
enemy team…”
“Pls Rito nerf Garen!!!!”
One particularly interesting comment noted that a recent change
to Garen’s mechanics (dealing bonus damage against a designated
“villain”) integrated well with his lore:
“by adding mechanics, they tell out a major part of Garen's lore
without writing out a new chunk of text to deem "Canon”...You're
stuck with this strict set of rules that you think are hurting you
ultimately, and are unsure if you should break them because of
what you think is good, or what the set of rules says. This is
nearly a direct parallel to Garen's more literal lore, in which he
supposedly broke the Demacian code to hunt Katarina, even
though that is beyond taboo for any good Demacian citizen.”
1.2.2 Malzahar: The Prophet of the Void
Lore: In aeons past, according to the lore, there existed in what
are now the desert lands of Shurima (see section 3.1) a storied,
cyclopean city named Icathia. The seer Malzahar traveled on foot
through the desert in search of it, without food or water. Finding it
cost him his sanity. The Void filled him with power and hideous
premonitions of Void-spawn monsters eating the world. Malzahar
shares this history with ‘the mad Arab Abdul al’Hazred’, a
recurring character in Lovecraftian mythos.</p>
        <p>Representation: Malzahar’s appearance is a fantasy approach to
the orientalist Arabian trope – an Aladdin lookalike in turban,
mask, and loose silken clothing. His possession by Void powers
gives him glowing eyes and the ability to float over the ground.
His powers include spawning miniature void monsters, creating
pools of negative energy, and infecting enemy minds with malefic
visions. Despite the overt orientalist notes of Malzahar’s
appearance, his visual coding and lore do maintain a certain
coherence. His skins, too, are informed by the same aesthetics.
Exceptions to this are his ‘Snow Day’ skin, a limited-edition
release which subverted his narrative of malevolent Eastern
mystery, and his dance, that of MC Hammer’s ‘Can’t Touch This’
(a joke playing on the similarity of their legwear).</p>
      </sec>
      <sec id="sec-7-2">
        <title>Meta-Narrative:</title>
        <p>As with Garen, there was widespread disagreement on Malzahar’s
abilities and utility, with some users derisively stating that he
takes little skill to perform well, with others arguing that his
mechanics are more complex:
“except for someone extremely tanky he is just going to ult you
and melt you down, and people say all you have to do is build a
qss [an in-game item] but it doesn't help that much and there
shouldn't be a champ that forces me to buy a certain item ...please
rework malzahar so that his champ takes skill, and can't just one
shot everyone that goes mid lane.”
There were a number of comments calling for his appearance to
be updated and improved:
“think malzahar really needs an visual update...I honestly think
you could make him look abit better so that he fits in with
everyone else and their updates.”
There was also some discussion of his lore, which mainly focused
on theorising at his “true” motivations:
“I have a theory: what if Malzahar hasn't actually sided with the
Void, but is only "faking" it?”
1.2.3 Swain: The Master Tactician
Lore: Jericho Swain is a citizen of Noxus (see section 3.1) who
walks with a crutch as a result of a childhood injury for which he
refused magical treatment. At this time a six-eyed raven was
already his constant companion. Despite the limp which would
normally have seen him cast out of Noxus, Swain rose through
military ranks, finally beating Keiran Darkwill to become grand
general. Despite his frail middle-aged appearance Swain is
described as stoic and strong.</p>
        <p>Representation: The lore is carried strongly through Swain’s
appearance and further skins, which follow military and/or
otherwise menacing aesthetic lines. His voice, which in lore is
described as harsh and deep, is similarly consistently presented.
His gameplay, on the other hand, is completely apart from this
narrative logic. Swain is played as a close-range mage with the
ability to transform into an enormous demonic bird-creature. The
raven on his shoulder, for which there is little to no official
information apart from its name (Beatrice), plays a major part in
magical attacks including a rooting ability named ‘Nevermove’.
While suitably malevolent for a citizen of Noxus, it bears no
relation to Swain’s lore as a soldier or military commander.</p>
      </sec>
      <sec id="sec-7-3">
        <title>Meta-Narrative:</title>
        <p>While champion lore is usually an uncommon topic of discussion
among players compared to gameplay, the mis-match of Swain’s
lore and gameplay is noticeable enough to prompt discussion:
“According to his lore, swain is a master tactitioner who beats
his enemies with strategic planning rather that raw power. In
reality swain turns into a bird and runs into people while
sustaining the damage he takes. I find it kind of funny.”
“...how is it that Swain is a mage? I mean, they never mention
anything of it in his lore.”
“Swains background is a complete mystery and so are the origins
of his abilities.”</p>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>3.3 Close Analysis: Female Champions</title>
      <p>1.2.4 Vayne: The Night Hunter
Lore: Shauna Vayne’s design and narrative are influenced by a
number of streams in popular culture and media including Bram
Stoker’s Dracula. Her lore is very similar to that of DC Comics’
Batman or Huntress characters, but while they eschew murder she
is on a crusade of vengeance following the death of her parents.
Representation: This lore positions her as an assassin, but in
gameplay and mechanics she executes a ranged damage style
associated with steady damage over time. Her visual presentation
is influenced by even more disparate sources, including Marvel
Comics’ Blade and PlatinumGames’ Bayonetta, producing a
costume consisting of a slinky catsuit, stiletto boots, cape, and
tinted glasses. Although not described as having magical abilities,
Vayne comfortably carries an enormous crossbow on her slim
back with no noticeable difficulty.</p>
      <p>Vayne lacks a unified character but the overall character tropes
associated with a vengeful hunter are carried through into her
speech (if given the ‘joke’ command, for example, she will refuse)
and other actions (her ‘dance’ is based on a martial arts routine).
This does not, however, extend to her skins, which vary greatly in
their presentation of the champion. While the ‘vindicator’ and
‘aristocratic’ permutations remain close to the champion origins,
the ‘dragonslayer’ and ‘arclight’ lose this narrative logic in favour
of skimpiness. By far the most jarring is the ‘heartseeker’ skin,
which re-imagines Vayne as a cutesy Cupid-like character in
striped pink stockings and bedecked with love hearts, presumably
as an amusing and ‘sexy’ juxtaposition to her normally stern
demeanor.</p>
      <sec id="sec-8-1">
        <title>Meta-Narrative:</title>
        <p>Interestingly, the community seems to be in agreement that Vayne
is a very powerful champion, and actually dislikes her for this
reason:
“Vayne is pretty much a ranged [version of the melee champion]
lee sin. This abomination can duel anyone.”
Her lore has also stimulated debate as to whether she might form
an alliance with Lucian, another character with a similar
background. However, some of her character traits make other
players skeptical:
“…Vayne and Lucian's lore…seems like they have common
goals. Are they going to form some kind of team or alliance in the
future?”
“…a rioter posted about how Vayne and Lucian are like two
sides to the same coin. They're fighting the same fight, but on very
different fronts. So it would take quite an event to get them to
team up together.”
“On my personal analysis, I don't know that either of them
COULD work with others, on a psychological level. Vayne is the
loner of all loners and Lucian just lost his partner and Wife.”
1.2.5 Shyvana: The Half-Dragon
Lore: Shyvana’s lore has been changed twice since her release,
and in that time she has also received a number of updates to her
design and skins. This has been intended to modify her lore to
better fit current metanarratives, but has also changed her
‘personality’ from somber, to fierce, and finally to dualistically
savage. Throughout it has been implied that her father was a
dragon, and as such she has maintained the ability to transform
into a dragon as a powerful attack.</p>
        <p>Representation: Shyvana is a strong example of the
bikiniarmour which lingers in female character design. Despite a
backstory which is largely asexual, her skins dress her variously in
bodices and even thong underwear. As her appearance varies in
different skins, so her dragon form also changes appearance. This
raises some questions about how her armour and clothing change
according to her shape-shifting, as her dragon form wears entirely
different (and far less provocative) armour.</p>
      </sec>
      <sec id="sec-8-2">
        <title>Meta-Narrative:</title>
        <p>Discussion of Shyvana’s lore predominantly concerns her
interpersonal relationship with Jarvan, the king of Demacia:
“So in the lore, it feels Jarvan treats Shyvana like a daughter. Is it
because he saved her from death a long time ago when she was a
child? Could it be that Jarvan is a father figure to Shyvana?”
“I think it's implied Shyv has feelings for Jarvan, so that could be
a bit weird.”
“There's no reason why Jarvan can't think of Shyvana as sort of a
daughter but she thinks of him otherwise. People have lopsided
attractions/expectations in reality all the time.”
1.2.6 Cassiopeia: the Serpent's Embrace
Lore: Cassiopeia, like Shyvana, is an older champion and has
undergone a number of redesigns in lore and artwork. Originally it
was similar to that of Medusa, the gorgon slewn by Perseus in
Greek mythology in that Cassiopeia was cursed to take snake form
as a form of punishment for her cruel and seductive behaviour. In
newer lore she is still described as seductive but her curse is a
punishment for releasing the champions Xerath and Renekton
from imprisonment in Shurima (see section 3.1).</p>
        <p>Representation: At odds with her backstory, Cassiopeia’s
portrayal is strongly influenced by ancient Egyptian themes,
recalling the pharaoh Cleopatra. Her snake anatomy begins only
from the waist down, allowing Cassiopeia to otherwise sport a bra
and headdress. Early character art rather failed to carry through
Cassiopeia’s seductive qualities, but as her artwork has improved
so has it become more overtly sexual. Her skins mostly maintain
the jumble of classical themes introduced elsewhere, while her
movements have been designed to convey both snakelike grace
and a seductive sashay.
Perhaps as expected, discussion of Cassiopeia’s visual art style is
strongly centered on her sexual characteristics:
“Ok so we all know Cassiopeia. The sexy, sassy, and strong
reptile lady.”
“[A new skin is a] good idea as long as it ISN'T for gratuitous
sexiness. We have that already.”
One user also found the dissonance between Cassiopeia’s lore as a
scheming manipulator and her highly aggressive updated
gameplay to be a particular annoyance:
“Cass, who is (or used to be, I don't even know anymore...) a
manipulative, conniving bitch plays like a trigger-happy killer.”
4. COMPARISON AND CONCLUSIONS
We hypothesized that due to the retrofitted, participatory, and
somewhat clumsy attribution of often-changing lore to
semiindependent champions there would be some mismatch between
their narrative construction, their realisation as cultural products
and, and their engineering as avatars for play. Close analysis of
individual champions has demonstrated discordance between the
narrative, creative, and mechanical aspects of champion
construction. This is further illustrated by quotes from the League
of Legends community pages, which identify areas of
ludonarrative dissonance from a lay perspective. Most community
discussion is metanarrative: it is informed by all aspects of
champion production from gameplay to appearance. There are
also discussions based on visual appearance including suggestions
for vanity skins: in the case of male champions these requests are
rarely, if ever, sexually provocative.</p>
        <p>
          We further hypothesized that this difference would more
exaggerated in female characters as their construction as warriors
and fighters would be sublimated by their cultural construction as
women. This hypothesis stemmed from feminist film and video
game criticism which posits that female bodies in media are
usually constructed as sex objects first and foremost, and subjects
with agency second [
          <xref ref-type="bibr" rid="ref10 ref11 ref4 ref7 ref8 ref9">4, 7-11</xref>
          ]. This hypothesis has been supported
in both close analysis and in examining overall trends in character
presentation.
        </p>
        <p>Finally we argue that the insistence on communicating not only
femaleness but also desirability to the audience through the
metanarrative at the cost of narrative logic is extremely telling. The
effects of heteronormativity and masculine hegemony are further
ideated through community discussion which discuss the sexuality
of female champions’ appearance. It is expressive of a power
hierarchy which positions maleness as normal and femaleness as
performative and objectified.</p>
      </sec>
    </sec>
    <sec id="sec-9">
      <title>5. REFERENCES</title>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <surname>Bijker</surname>
            ,
            <given-names>W.E.</given-names>
          </string-name>
          , et al.,
          <article-title>The social construction of technological systems: New directions in the sociology and history of technology</article-title>
          .
          <year>2012</year>
          : MIT Press.
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <surname>Donaldson</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <source>Mechanics and Metagame: Exploring Binary Expertise in League of Legends. Games and Culture</source>
          ,
          <year>2015</year>
          : p.
          <fpage>1</fpage>
          -
          <lpage>19</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3.
          <string-name>
            <surname>Foucault</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <source>The Subject and Power. Critical Inquiry</source>
          ,
          <year>1982</year>
          .
          <volume>8</volume>
          (
          <issue>4</issue>
          ): p.
          <fpage>777</fpage>
          -
          <lpage>795</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <surname>Fox</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          and
          <string-name>
            <surname>Tang</surname>
          </string-name>
          , W.Y.,
          <article-title>Sexism in online video games: The role of conformity to masculine norms and social dominance orientation</article-title>
          .
          <source>Computers in Human Behavior</source>
          ,
          <year>2013</year>
          : p.
          <fpage>1</fpage>
          -
          <lpage>7</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          5.
          <string-name>
            <surname>Hall</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          , Foucault: Power,
          <article-title>Knowledge and Discourse, in Discourse theory and practice: A reader</article-title>
          .
          <year>2001</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          6.
          <string-name>
            <surname>Hocking</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <article-title>Ludonarrative dissonance in Bioshock: The problem of what the game is about</article-title>
          ,
          <source>in Well Played 1</source>
          .0:
          <string-name>
            <surname>Video</surname>
            <given-names>Games</given-names>
          </string-name>
          , Value and Meaning, D. Davidson, Editor.
          <year>2009</year>
          , ETC Press. p.
          <fpage>114</fpage>
          -
          <lpage>117</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          7.
          <string-name>
            <surname>Lehman</surname>
          </string-name>
          , M. Gender Representation in League of Legends.
          <year>2014</year>
          09.06.
          <year>2015</year>
          ]; Available from: http://gentlemangustaf.com/
          <year>2014</year>
          /03/15/genderrepresentation-in
          <article-title>-league-of-legends/.</article-title>
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          8.
          <string-name>
            <surname>Martins</surname>
            ,
            <given-names>N.</given-names>
          </string-name>
          , et al.,
          <article-title>Virtual muscularity: a content analysis of male video game characters</article-title>
          .
          <source>Body Image</source>
          ,
          <year>2011</year>
          .
          <volume>8</volume>
          (
          <issue>1</issue>
          ): p.
          <fpage>43</fpage>
          -
          <lpage>51</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          9.
          <string-name>
            <surname>Mulvey</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          ,
          <article-title>Visual pleasure and narrative cinema</article-title>
          , P. Erens, Editor.
          <year>1990</year>
          , Indiana University Press: Bloomington and Indianapolis. p.
          <fpage>28</fpage>
          -
          <lpage>40</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          10.
          <string-name>
            <surname>Near</surname>
            ,
            <given-names>C.E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Selling</surname>
            <given-names>Gender</given-names>
          </string-name>
          :
          <article-title>Associations of Box Art Representation of Female Characters With Sales for Teen-</article-title>
          and
          <string-name>
            <surname>Mature-rated Video Games</surname>
          </string-name>
          . Sex roles,
          <year>2013</year>
          .
          <volume>68</volume>
          (
          <issue>3-4</issue>
          ): p.
          <fpage>252</fpage>
          -
          <lpage>269</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          11. ObligatorySpiderQueen.com,
          <article-title>League of Legends Gender Disparity Analysis</article-title>
          , in ObligatorySpiderQueen.wordpress.com.
          <year>2012</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          12.
          <string-name>
            <surname>Pulos</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <source>Confronting Heteronormativity in Online Games: A Critical Discourse Analysis of LGBTQ Sexuality in World of Warcraft. Games and Culture</source>
          ,
          <year>2013</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          13.
          <string-name>
            <surname>Wajcman</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <source>From Women and Technology To Gendered Technoscience. Information, Communication &amp; Society</source>
          ,
          <year>2007</year>
          .
          <volume>10</volume>
          (
          <issue>3</issue>
          ): p.
          <fpage>287</fpage>
          -
          <lpage>298</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          14.
          <string-name>
            <surname>Wesp</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          ,
          <string-name>
            <given-names>A</given-names>
            <surname>Too-Coherent</surname>
          </string-name>
          <string-name>
            <surname>World</surname>
          </string-name>
          :
          <article-title>Game Studies and the Myth of 'Narrative' Media. Game Studies: the international</article-title>
          journal of computer game research,
          <year>2014</year>
          .
          <volume>14</volume>
          (
          <issue>2</issue>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          15.
          <string-name>
            <surname>Yee</surname>
            ,
            <given-names>N.</given-names>
          </string-name>
          ,
          <article-title>Motivations for play in online games. Cyberpsychology &amp; behavior : the impact of the Internet, multimedia and virtual reality on behavior and society</article-title>
          ,
          <year>2006</year>
          .
          <volume>9</volume>
          (
          <issue>6</issue>
          ): p.
          <fpage>772</fpage>
          -
          <lpage>5</lpage>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>