1 free read left. Create a free account for unlimited reading + AI research.
Create free accountWhitepaperGraz University of Technology
The COVID-19 pandemic transformed digital environments into essential social infrastructure, as evidenced by a comprehensive analysis of League of Legends telemetry data from September 2019 to September 2020. Covering North America, Western Europe, and South Korea, the research demonstrates a clear correlation between the implementation of government-mandated lockdowns and a surge in both player turnout and match frequency. During these periods of restricted physical mobility, the game functioned as a vital social incubator, providing a virtual space for users to mitigate the psychological impacts of isolation.
While the pandemic triggered a global influx of new participants, the resulting diversification of the player base led to a temporary dilution of established social network metrics. Data indicates that the majority of these lockdown-era arrivals treated the platform as a transient coping mechanism, as evidenced by a sharp decline in activity once restrictions were lifted. In contrast, a core segment of committed players utilized the platform to cultivate durable, recurrent social bonds. These individuals exhibited significantly higher retention rates, proving that the depth of interpersonal connection within the game environment was the primary driver of long-term engagement.
Ultimately, the findings underscore the role of multiplayer gaming as a critical tool for maintaining social continuity during global crises. By modeling player interactions as dynamic, weighted graphs, the analysis reveals that while the game successfully facilitated mass participation during the pandemic, its capacity to retain users was fundamentally tied to the formation of stable social networks. These insights highlight the importance of community-building features in digital platforms, suggesting that the ability to foster meaningful human connection is the most significant factor in sustaining user activity beyond temporary periods of necessity.
Each row is a game or company this document names, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
Replay. The Polish Journal of Game Studies · 2026