National Repository of Grey Literature 26 records found  1 - 10nextend  jump to record: Search took 0.01 seconds. 
Social interactions of online game players
Nováková, Anežka ; Remr, Jiří (advisor) ; Petrúšek, Ivan (referee)
The thesis is focused on the social interactions of online game players. The aim of the work is to map the social interactions that occur among players of online games, along with the factors that can influence the nature of these interactions. Part of the work focuses on whether, and in what way, the experiences of men and women differ in the online gaming environment, and how women are perceived and accepted in this environment. The last part is focused on establishing relationships within online games. The goal was to find out whether it is possible to establish long-term and meaningful relationships in this environment, what these relationships look like, and whether they can be compared to relationships formed in the real world. To achieve these goals, quantitative research was conducted using an online questionnaire. The results were then processed and interpreted using graphs and tables. The findings showed that interactions within online games have a diverse nature, which depends on many factors - the most significant in my research turned out to be the genre of games. Many women tend to hide their true identity within online games, even though the number of women who have experienced negative interactions does not differ much from the number of men who have also experienced them. The...
Marketing in online gaming environment aimed at children
Hnátková, Petra ; Rosenfeldová, Jana (advisor) ; Houdek, Petr (referee)
The bachelor thesis focuses on the topic of marketing aimed at children in the online gaming environment, specifically on the children's perception and understanding of it. The theoretical part defines the concept of marketing aimed at children and deals with the associated legislation. It then examines marketing in the online gaming environment, its development and its form in two selected cases, i.e. within the Roblox gaming platform and in the Fortnite game. Subsequently, the thesis examines children's perceptions of marketing based on previous research and the critical perspective of experts on marketing in the online gaming environment aimed at children. The research part of the thesis investigates the perceptions and understandings of marketing to children in Roblox and Fortnite by children aged 8-17. The results of the quantitative questionnaire survey show that only two-fifths of children understand the marketing purpose of brands within games. However, this ability improves with age. At the same time, a possible correlation was found between understanding of the marketing purpose and two other factors: time spent with the games and interest in making purchases in both of the games.
Online Games Chat Reconstruction
Beran, Pavel ; Pluskal, Jan (referee) ; Veselý, Vladimír (advisor)
We live in modern times. We are surrounded by many different forms of information technologies. We watch movies, surf on the internet, play videogames and overall do lots of action that leave a trace in the cyberworld. This thesis investigates the possibility of using(playing) videogames as a decoy for getting involved in criminal activities, specifically MMORPG games, different ways of capturing and reproducing player´s chat communication. It also introduces a way to implement chat reconstruction module into Netfox.framework and other ways of communication visualisation.
Technology and Society - Online Addictions
Sarbassov, Timur ; Baumgartnerová, Alena (referee) ; Smutný, Milan (advisor)
Cílem této práce je prostudovat problematiku závislosti na internetu. Samotná práce je rozdělena do 3 částí: úvod, hlavní článek a závěr. Úvod vysvětluje globální posuny v komunikační technologii a jejich negativní a pozitivní účinky. V hlavní části se zabývám některými typy závislosti na internetu a způsoby, jak s nimi zacházet. Závěrem jsem shrnul tezi o příčinných a souvislostních vztazích závislých na internetu.
Cultural Evolution of E-sports: Content, Context and Culture
Straka, Václav ; Reich, Pavel (referee) ; Ellederová, Eva (advisor)
Tato bakalářská práce se zabývá problematikou eSportů a s nimi spojenými kulturními projevy. eSport je pojem popisující hraní videoher na profesionální úrovni. Cílem práce je popsat vývoj komunity eSportů a současný stav této komunity v zemích, kde jsou eSporty nejpopulárnější. Úvodní kapitola se zabývá a historickým vývojem eSportů a následným vznikem profesionální hráčské základny. Následující kapitola popisuje stav eSportů a přístup veřejnosti k nim v zemích, kde je profesionální hraní populární. Další kapitola pojednává o žánrech videoher specifických pro eSporty. Každý žánr je podrobně charakterizován na základě specifických znaků včetně uvedení příkladů konkrétních populárních her v daných žánrech. Práce dále pokračuje popisem profilu profesionálního hráče a procesu, jak se stát profesionálním hráčem. Kapitola také analyzuje generovou a rasovou problematiku v eSportech. Poslední část práce se zabývá kulturním rámcem videoher a kategorizací eSportů.
Parental responsibility and netolism.
KUČERKOVÁ, Helena
The thesis deals with netolism and other risky behavior of children and adolescents on the Internet, points out the fundamental role of parents in this issue. It introduces the concepts of dependence, the family and parental responsibility. Attention is paid to addiction to social networking sites and online games and some other types of risky behavior on the Internet, e.g. cyberbullying, sexting, cybergrooming. The impact of excessive internet use on the development of children and adolescents is considered. The theoretical findings are supplemented by the view of social worker's of the Authority for Social and Legal Protection of Children and a non-substance addiction prevention worker of the Pilsen Region which was obtained by conducting semi-structured interviews.
Závislost na internetu jako téma zdravotní politiky
GLASER, Vít
This thesis deals with internet addiction and how it is reflected by selected health policies. The first part offers an analysis of the addiction itself. Attention is paid to its subtypes - online game addiction, pornography addiction and social networks addiction. The typology of addicts, causes, methods of measuring, diagnostics and as well as the impact of human life. The second part offers an insight into how four selcted countries (or international institutions) respond to the treat of internet addiction. It follows an approach in two asian countries (China, South Korea) where considerable attention is paid to the issue, including some controversial methods such as re-educational camps or legal restriction on the playing time. And situation in the West where such steps have not yet been taken.
Anglicisms in online video games in Spanish and in Czech
DUDA, Jan
The objective of our thesis is to describe the topic of anglicisms in the on-line videogames area used by spanish and czech gamers, which are analysed in the practical part. The thesis is divided into two parts: theoretical and practical. The theoretical part includes the definiton of anglicisms, on-line videogames, the issue of anglicisms in this area and also the mechanisms of adaptation in spanish and czech. In the practical part we deal with the analysis of anglicisms from the internet page twitch.com and corpus Araneum Bohemicum Maius and Araneum Hispanicum Maius. After the analysis of every anglicism follows a bilingual glossary and a summary in spanish language.

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