Most Recent Player Behavior News

We’re making a change to the Honor eligibility for End of Season rewards.

At the start of this year, we changed the policy for end-of-season rewards to be dependent on your Honor level as opposed to just your recent penalties.
9 months ago

Face Your Fears

We surveyed a thousand European players to see which champs cause them to lose their cool and invited the League community to offer tips on how to fight back against the highest-voted. Stay sane... win game.
1 year ago

UPDATE: Play games that matter with /remake

Mash the eject button on early game 4v5s and get into games that matter with /remake. Read on to learn how it works.
3 years ago

Reports: How do they work?

Let’s talk the report system (and “your mom” jokes).
3 years ago

Positive play icon unlocked

When 5.18 dropped, we powered up the instant feedback system and shared that positive players would earn an exclusive Summoner Icon. If you met the requirements (no restrictions or bans 15.06 - 15.09), your icon should be unlocked right now.
3 years ago

Instant feedback powers up

Reform cards hit the client, intentional feeding bans debut, an exclusive summoner icon unlocks for positive players, and a few more power ups for player behavior systems!
3 years ago

New player reform system heads into testing

We know that speedy feedback helps players better understand why negative behaviors are unacceptable and how they can be improved over time. With that in mind, we’re building and iterating on a new instant feedback system that delivers actionable feedback and punishment.
4 years ago

Player Behavior Design Values: Punishment

Our player behavior philosophies include reform, rewards and punishment. We believe punishment is most effective when structured towards reform, because other designs often address symptoms, not root causes.
4 years ago

Player Behavior Design Values: Reward

Our player behavior philosophies include punishment, reform and positive reinforcement. With rewards, we have to be careful to design systems that don’t simply incentivize positive behavior for a small duration, but provide reasons to stay positive all the time.
4 years ago

Player Behavior Design Values: Reform

In this blog, Lyte re-emphasizes our philosophy around reform and why we reject the notion of a silver bullet to slay negative behavior. Then Socrates explores how ranked restrictions work and why they are so effective.
4 years ago