National Repository of Grey Literature 16 records found  1 - 10next  jump to record: Search took 0.01 seconds. 
The Fight against Evil: Stereotypization of Antagonists in War-Themed Shooters
Houška, Jan ; Švelch, Jan (advisor) ; Krobová, Tereza (referee)
Using the method of qualitative content analysis, my research is focused on the visual and ideological representation of antagonists in eight PC games of first-person shooter genre (FPS), released between 2007 and 2019. The analysis is based on the identification of the stereotypical antagonistic representations. Its main attention is devoted to the ethnic and national stereotypes, because antagonists are ethnic and national Others in relation to protagonists. I aimed to define another summarizing and defining criterion of antagonistic representation, apart from the categories of othering already mentioned. In my thesis, I also describe ideological aspects which frame antagonistic representation. For the analysis of ideological content, I use Pötzsch's selective realism, which, by means of the four filters (violence, consequence, character and conflict) excludes negative and controversial aspects of war from FPS games. Not only does selective realism presents war selectively, it represents antagonistic actions selectively, too. In the text, I identify the stereotypical representations of three ethnic-national groups - orientalism and Cold War stereotypes in the case of Russians, neo-orientalism in the case of Middle Eastern antagonists and techno-orientalism in the case of East Asians. The ideology...
Temporality of videogames
Sýkora, Andrej ; BENDOVÁ, Helena (advisor) ; Švelch, Jan (referee)
The thesis is primarily focused on researching the ways of feeling and perceiving time in videogames through analysis and interpretation of chosen works. Secondly, it uses existing research from a broad spectrum of areas from game studies to social aspects of new media to help its analysis. Every chapter presents a certain temporal phenomenon or multiple temporal phenomena. It tries to find how we can, in the context of player experience and videogame interpretation, perceive unique effects of the selected phenomenon, if we are confronted with it in a videogame. The main question being asked by the work is whether videogames as a medium bring any new, unique factors to the existing debate on temporality, or just extend those already known from other types of media.
Paratexts to Non-Linear Media Texts: Paratextuality in Video Games Culture
Švelch, Jan ; Dvořák, Tomáš (advisor) ; Slussareff, Michaela (referee) ; Piorecký, Karel (referee)
Paratexts to Non-Linear Media Texts: Paratextuality in Video Game Culture Jan Švelch Abstract The thesis explores paratextuality in the video game culture. This concept coined in 1982 by Gérard Genette in the context of literary publishing has been throughout the last thirty-five years adopted by other fields, including television and film studies, and game studies. However, the recent appropriations of the paratextual framework significantly deviate from its original conceptualization and cause terminological confusion. Still, paratextuality has the potential to provide a unique insight into cultural practices across various cultural industries, including video games. Figuratively described as a threshold, the concept of paratextuality deals with often overlooked elements of media ecosystems, such as promotional materials or instruction manuals. In the thesis, I present a thorough critical review of the current state of paratextual research. Due to its unsatisfactory state, I propose an updated paratextual framework, which builds on the theoretical foundations of textual transcendence. Its more practical dimensions then acknowledge the cultural specificities of the video game cultural industry. In the empirical part of the thesis, I focus on video game trailers and analyze both their formal qualities as...
Representation of historic events in the game series Total War
Mokriš, Radek ; Švelch, Jaroslav (advisor) ; Švelch, Jan (referee)
komerční hry. Zaměřuje se na jejich korespondenci s prezentovanými historickými událostmi a výukový potenciál. Práce vznikala v roce 2017 na základě vědeckých prací Bogosta, Chapmana, Juula a dalších, či vlastním výzkumem podpořeným dotazováním respondenty. V úvodní části se autor zaměřuje na dostupnou teorii a poznání jednak v oblasti výuky u her, jednak v oboru herních studií. V následující části se zabývá metodologií diplomové práce, průběhem vlastního výzkumu a dotazníkem. Autor se snaží komerčních her, vnějších vlivů, které formují jejich podobu a přístupu hráčů k tomuto žánru her. Zároveň se snaží zodpovědět otázky "do jaké míry jsou tituly série vzdělávací a jaký je vztah hráče a komerčního obsahu?" V předposlední části diplomové práce autor pracuje s historií prezentovanou akademickými odborníky. Následně podrobuje herní verzi srovnání a zabývá se také reprezentací historie v dalších typech médií. Na závěr seznamuje autor s povídá vytyčené otázky. V neposlední řadě pak na základě výsledků dotazování prezentuje vztah a vliv vybraných her na hráče.
Developmnent and characteristic of the media mix in Japan
Klozová, Dominika ; Švelch, Jaroslav (advisor) ; Švelch, Jan (referee)
The thesis is about development of the media mix in Japan and its characteristics from the history to the present. The core points are the key elements of the media mix - manga, anime and video games. These media are described within the historical context in connection with the media mix. Beside the historical development and interconnections of these media, the thesis compares the media mix with the term transmedia storytelling. It defines both of these terms and illustrates their similarities. Practical research shows concrete examples of media mix, their mutual comparison and classification within the defined terms of media mix and transmediality. This is achieved by selecting samples with different media source from the media mix that are used as a demonstration for the media mix or transmedia storytelling practices.
Language culture and incorporation of foreign words into Czech language in Právo
Kubínová, Monika ; Šoltys, Otakar (advisor) ; Švelch, Jan (referee)
In this work I would like to focus on language culture and incorporation of words from foreign languages into Czech language in Právo in 1990 - 2014. In the first part of the analysis I would like to look closer on the language culture in Právo by comparing language culture in the years 1990 and 2014. This gives me overview of the language evolution. For more accurate analysis of the language culture I will go through every year of the newspaper. In the second part of the analysis I would like to focus on the incorporation of foreign words into Czech language in Právo. I will be analysing the same period as in the previous section. I selected this period on purpose because I think that after 1989 there will be more and more foreign words coming into Czech language. I also suppose that the number of incorporated words will stop rising and keep at some level after some time. I would like to focus on the number of incorporated words and what foreign languages are used for the incorporationn the most.
Representation of opponents in first-person shooter video games
Štěpánek, Adam ; Švelch, Jaroslav (advisor) ; Švelch, Jan (referee)
Work focuses on representation of opponents in first-person shooter video games. It aims to discover tools, which developers of video games use to choose specific enemies for their games and in which way they present them. First-person shooters are used for this purposes because players have closest visual contact with opponents in this genre. The aim of this work is to describe most typical opponents in video games and to find out why this exact enemies are usualyy the most portrayed. Special attention is paid to video games which used original attitude for creating enemies. Work than focuses on most frequent stereotypes in opponents presentation, mostly racial and national, which are used by developers and what function they have. Than it gives room for critics of such stereotypes and tries to estimate if these critics can result in some changes in the future. Video games which created controversy by representation of specific enemies are subject of next topic. These games often put players in position of moral dilemma. On the base of research from literature and analysis of video games this work focuses on main reasons of representation of concrete enemies and what emotional impact it can have on players.

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2 Švelch, Jaroslav
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