National Repository of Grey Literature 72 records found  beginprevious26 - 35nextend  jump to record: Search took 0.01 seconds. 
Game of women. Transformation of main women figures and their social roles in popular TV series Game of Thrones. Qualitative analysis of seasons 1 to 7.
Hloucalova Maslova, Ksenia ; Vochocová, Lenka (advisor) ; Fousek Krobová, Tereza (referee)
The thesis represents image of female characters and their development in the popular TV series Game of Thrones. Based on qualitative analysis in this thesis it is being examined how visual image, personal characteristics and interaction within society are presented and developed on example of several female characters in these TV series. Seven women were observed in all already aired episodes of seasons 1 to 7. As a strategy of qualitative analysis grounded theory method was chosen, which helped to produce generalized categories and sub-categories of phenomena which characters have in common. In further chapters of this thesis interpretation of categories could be found with illustrations from analyzed episodes. Other important part of this thesis is the chapter, in which trends in characters' transformation and development in frames of mentioned categories are being identified.
Microtransactions and their influence over the design of digital games
Urazajeva, Regina ; Fousek Krobová, Tereza (advisor) ; Švelch, Jaroslav (referee)
This master's thesis describes the use of microtransactions in video games and their influence over the game design, player experience, and virtual goods presentation. The goal was to compare the titles that use different monetization methods (paid and free to play games) and different types of microtransactions (functional and cosmetic), and to identify which parts of those games could be influenced by microtransactions and how. The research focuses on five titles - The Witcher 3: Wild Hunt, Assassin's Creed: Odyssey, Anthem, Warframe a Path of Exile. The first part of the thesis summarises the historical evolution of monetization models used in video games and defines the terms microtransaction, micropayment, virtual goods, or loot box. It also contains a typology of microtransactions, describes their implementation methods, and possible consequences tied to their use. The second part focuses on the analysis of the chosen five games. The research used the following methods - analysis of my own gameplay and mutual comparison of each game. Each game was examined over the course of ten hours, in sessions about 45-60 minutes long - the gameplay was accompanied by video recordings of the gameplay, screenshots, and a journal that contained detailed information about each gaming session. The research...
Differences in the perception of female characters in various media versions of The Witcher
Štosová, Tereza ; Fousek Krobová, Tereza (advisor) ; Švelch, Jaroslav (referee)
The subject of this diploma thesis is the perception of female characters in various media adaptations of The Witcher from the perspective of audiences that show signs of fan affiliation. The research focuses on the two most recent adaptations, i.e. the third game The Witcher: Wild Hunt and the serie The Witcher on the Netflix platform. The research took the form of in-depth interviews with a total of nine participants and focused on the role, characteristics, relationships and motivations of female characters in order to find out how respondents perceive these areas in adaptations. The first part of the diploma thesis deals with the theoretical basis related to popular culture, audiences, game and film studies and gender in media. It also presents the world of The Witcher, the selected characters and the critique of adaptations. The next section of the thesis deals with the research methodology. The grounded theory was used as a method of work and multiple levels of coding and categorization were conducted. These categories are then presented in the empirical part of the thesis together with a demonstration of the respondents' statements followed by data interpretation and discussion. The main findings include that female characters play an important role in both adaptations from the audience's...
Media presentation of Kingdom Come: Deliverance videogame in selected media
Pražák, Ondřej ; Krobová, Tereza (advisor) ; Halada, Jan (referee)
This diploma theses focuses on the issue of game studies and examines its connection with the news media. The relationship between these areas is analysed on the case study of the computer game Kingdom Come: Deliverance that reached international success. This study uses content analysis to identify the presence and way of presentation of this game project in the Czech Television news since 2014 to 2019. Regarding the international success of the game, I presume that not only the game itself but also the gaming industry as such might been more captured in the news. In addition to the analysis of media mentions of the game, the work also focuses on their contextual framework and context in which the Czech project was discussed. In addition to quantitative research on Czech Television news, the work is supplemented by a comparison of Czech and foreign reviews, which provides a broader view not only of a different approach to the game in the Czech Republic and the world, but also outlines the importance and relevance of the game itself. Key Words Kingdom Come: Deliverance, Game studies, Czech PC Games, media analysis, quantitative research
Gender representation in photography of new wave of a female gaze
Rosůlková, Magdaléna ; Hrůzová, Andrea (advisor) ; Krobová, Tereza (referee)
The aim of this work is the qualitative analysis of the new wave of female gaze photographers with a comparison of the female gaze pioneers. For this purpose, there were used photographs by Arvida Bystr​öm​, Petra Collins, Harley Weir, and Cindy Sherman, Nan Goldin, Corinne Day, which were published in fashion magazines such as ​Vogue, Harper's Bazaar, i-D, Dazed, and ​Vice​. The theoretical part examined how female identity has been shaped by western culture and dominant ideology, and how patriarchy paradigm has influenced the visual representation of women in art, pop culture, and advertisement. It is shown through key feminist concepts including Simone De Beauvoir, Betty Friedan, Judith Butler, John Berger, Laura Mulvey, theory of young girl, gagafeminism, and xenofeminism. The second part of the thesis is dedicated to social semiotics analysis of each photograph and the results of this research, which show changes of topics in the female gaze content and the shift to social media-related topics and the virtual representation of women. The work could enrich further research in the field of feminist aesthetics, fashion journalism, photography, advertisement, and social media.
Transformations of the feminist zine Bloody Mary and how it was impacted by internet
Kopecká, Mahulena ; Reifová, Irena (advisor) ; Krobová, Tereza (referee)
The thesis' aim is to explore the changes of the anarchofeminist zine Bloody Mary and how it was influenced by the Internet, as well as by the specific blogging platform and computer graphics software used in the zine's production. The chief sources of data used in my research are the specific issues of the zine, articles and archived documents published on the blog. Moreover, I have undertaken several interviews with the zine's authors and readers, giving me insight into the zine's production. The theoretical section of the thesis focuses on the function of zines as alternative media, as well as describing zines within the larger context of the key feminist views on the media industry and the history of independent feminist publications. The following section describes the formation of the Riot Grrrl movement, which has led the proliferation of zines within feminist discourse, as well as serving as a chief inspiration to Bloody Mary's authors. The next chapter describes the context of Czech anarchist activism and names some of the key groups such as the "Feminist Group of the 8th March" or the "Anarcho-feminist Group", which Bloody Mary's authors belonged to. The empirical section of the thesis focuses on the changes within Bloody Mary as a publication. The developments and transformation of the...
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...

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