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Exploring self-regulatory processes in League of Legends using think-aloud

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Résumé fourni par la source

Although self-regulation is widely recognised as central to performance in traditional sport, esports research often relies on retrospective or self-report measures, offering limited insight into how players regulate cognition, emotion, and behaviour in real time. This novel study examined self-regulatory processes in League of Legends using a think-aloud protocol to capture cognition as it occurred during play. Four semi-professional players verbalised their thoughts while competing in solo queue, and data were analysed using reflexive thematic analysis, guided by Zimmerman’s cyclical model of self-regulated learning. Findings demonstrated evidence of forethought, performance, and self-reflection phases, while also highlighting the rapid and recursive nature of self-regulation in esports. Players engaged in ongoing goal setting, strategic planning, attentional control, emotional regulation, and post-game evaluation. Regulation was influenced by social and contextual demands, and the draft phase was identified as a unique context within League of Legends that impacted players’ anticipatory planning, emotional responses, and early regulatory efforts before gameplay began. Our study provides insight into how regulatory processes function in fast-paced, information-dense environments, offering applied insights for esports players, coaches, and practitioners seeking to support sustainable high performance in esports contexts.

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Contrôle bibliographique ouvert

DOI retrouvé dans Crossref DOI retrouvé ; titre concordant.

Titre Crossref
Exploring self-regulatory processes in League of Legends using think-aloud
Date Crossref
31/08/2026
Éditeur
Informa UK Limited
Type
journal-article

Ce recoupement confirme des métadonnées liées au DOI. Il ne confirme ni la méthode ni les conclusions de l’étude et ne compte pas comme une seconde source scientifique indépendante.

Institutions déclarées

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Sujets associés

Digital Games and MediaBehavioral Health and InterventionsEducational Games and Gamification

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