English

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

Human-Computer Interaction 2026-04-16 v1

Abstract

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.

Keywords

Cite

@article{arxiv.2603.16136,
  title  = {Change is Hard: Consistent Player Behavior Across Games with Conflicting Incentives},
  author = {Emily Chen and Alexander J. Bisberg and Dmitri Williams and Magy Seif El-Nasr and Emilio Ferrara},
  journal= {arXiv preprint arXiv:2603.16136},
  year   = {2026}
}

Comments

29 pages, 11 tables, 3 figures, to be published in ACM conference on Human Factors in Computing Systems (CHI 2026)

R2 v1 2026-07-01T11:23:36.613Z