Change is Hard: Consistent Player Behavior Across Games with Conflicting Incentives

Fuente: arXiv
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Auteurs principaux: Chen, Emily, Bisberg, Alexander J., Williams, Dmitri, El-Nasr, Magy Seif, Ferrara, Emilio
Format: Preprint
Publié: 2026
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author Chen, Emily
Bisberg, Alexander J.
Williams, Dmitri
El-Nasr, Magy Seif
Ferrara, Emilio
author_facet Chen, Emily
Bisberg, Alexander J.
Williams, Dmitri
El-Nasr, Magy Seif
Ferrara, Emilio
contents This paper examines how player flexibility -- a player's willingness to engage in a breadth of options or specialize -- manifests across two gaming environments: League of Legends (League) and Teamfight Tactics (TFT). We analyze the gameplay decisions of 4,830 players who have played at least 50 competitive games in both titles and explore cross-game dynamics of behavior retention and consistency. Our work introduces a novel cross-game analysis that tracks the same players' behavior across two different environments, reducing self-selection bias. Our findings reveal that while games incentivize different behaviors (specialization in League versus flexibility in TFT) for performance-based success, players exhibit consistent behavior across platforms. This study contributes to long-standing debate about agency versus structure, showing individual agency may be more predictive of cross-platform behavior than game-imposed structure in competitive settings. These insights offer implications for game developers, designers and researchers interested in building systems to promote behavior change.
format Preprint
id arxiv_https___arxiv_org_abs_2603_16136
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Change is Hard: Consistent Player Behavior Across Games with Conflicting Incentives
Chen, Emily
Bisberg, Alexander J.
Williams, Dmitri
El-Nasr, Magy Seif
Ferrara, Emilio
Human-Computer Interaction
K.8.0; J.4; H.5.3; I.2.6
This paper examines how player flexibility -- a player's willingness to engage in a breadth of options or specialize -- manifests across two gaming environments: League of Legends (League) and Teamfight Tactics (TFT). We analyze the gameplay decisions of 4,830 players who have played at least 50 competitive games in both titles and explore cross-game dynamics of behavior retention and consistency. Our work introduces a novel cross-game analysis that tracks the same players' behavior across two different environments, reducing self-selection bias. Our findings reveal that while games incentivize different behaviors (specialization in League versus flexibility in TFT) for performance-based success, players exhibit consistent behavior across platforms. This study contributes to long-standing debate about agency versus structure, showing individual agency may be more predictive of cross-platform behavior than game-imposed structure in competitive settings. These insights offer implications for game developers, designers and researchers interested in building systems to promote behavior change.
title Change is Hard: Consistent Player Behavior Across Games with Conflicting Incentives
topic Human-Computer Interaction
K.8.0; J.4; H.5.3; I.2.6
url https://arxiv.org/abs/2603.16136