National Repository of Grey Literature 77 records found  previous11 - 20nextend  jump to record: Search took 0.00 seconds. 
New technologies in art
Djordjevic, Ilija ; Kotásek, Miroslav (referee) ; Smutný, Milan (advisor)
Tato práce se zabývá s problematikou nových technologií v umění. Práce je rozdělena na tří části: Nové technologie v umění, Nové tipy umění a Vliv internetu na umění. Každá z těchto tři částí je interpretována alespoň jedním příkladem z praxe. Téma první části je Virtuální realita a jejích praktické použití v umění, druhá část se zabývá videohrami a tím, co je může klasifikovat jako umění, v závěru se pak práce zabývá vlivem sociálních medií na umění, umělce a také na lidi, kteří to umění sledují. Jako příklad sociálního média je uvedená webová stránka reddit.com.
Design of game console
Sedláček, Michal ; Křenek, Ladislav (referee) ; Zvonek, Miroslav (advisor)
The subject of this bachelor thesis is to analyze and design game console and its control. The goal was to join suitable technical achievements with aesthetics and manufacturability. Design should continue in evolution of current game consoles and bring new ideas and innovations into this sphere.
Design of game console
Ondra, Martin ; Zvonek, Miroslav (referee) ; Křenek, Ladislav (advisor)
Bachelor thesis concerns with design of home video game console. The work tries to find a solution to a problem, how to connect technology, ergonomics and aesthetics into design of new product. Analysis of complete dilemma leads to a new design of home video game console, which should become a valuable product for home, virtual entertainment.
Analysis of Final Scores in Czech Video Game Media
Svoboda, Filip ; Houška, Jan (advisor) ; Švelch, Jaroslav (referee)
In a video game review, it is common to include a numerical recommendation rating in addition to a textual evaluation of the product (game). How (on what scale and how to use such scale) and whether to evaluate numerically or otherwise is a subject of extensive debate in the video game journalism context. The thesis aims to answer the question of how video game reviewers perceive the problematic aspects of the final scores through the interviews with Czech game reviewers. It compares the findings with each other and provides context. It also maps how scoring systems have changed over time.
The Impact of News on Videogame Stock Market Prices and Volatility
Mertová, Veronika ; Čech, František (advisor) ; Kukačka, Jiří (referee)
The thesis investigates the impact of social media and news headline sentiment on stock prices, specifically comparing gaming firms to companies from other industries. Tweets and news headlines containing keywords referring to four selected gaming and four non-gaming companies were collected over 5 and 3 months, respectively. Both tweets and news collected came from the general users or media rather than focusing solely on financial ones. The data were aggregated into daily values. Daily stock price data were also collected for each examined company to derive returns and volatility. The data were analysed using a vector autoregression model in combination with Granger causality. The study found no significant differences between gaming and non-gaming sectors. The polarity of sentiment showed no effect on stock prices. However, when sentiment was divided into different emotions, some significance was observed, although the findings varied across individual firms regardless of their sectors. It was concluded that when using sentiment for market predictions, it is beneficial to either utilize specifically financial media or determine the specific type of sentiment that influences a particular stock. JEL Classification G14, G17, C32, C58 Keywords Tweets, News Headlines, Gaming Industry, Sentiment...
Resilience and coping strategies of souls-like genre gamers
Bura, Jan ; Hrabec, Ondřej (advisor) ; Lukavská, Kateřina (referee)
The bachelor's thesis aims to find out whether there are differences in resilience and coping strategies between gamers - specifically between players of the souls-like genre and the normal population. To collect data, a questionnaire was constructed that included two standardized inventories, the Brief Resilience Scale (BRS) and the Brief-COPE. For the purpose of this thesis, the BRS-G inventory was also created, which is basically the BRS scale set in game environment. The questionnaire was subsequently posted to online forums and Facebook groups. Data was collected from a total of 147 respondents. Respondents were classified into 3 groups (souls-like gamers, regular gamers and non-gamers) based on time spent playing video games and preferences for the souls-like genre. The group of regular gamers was added as a control group to capture whether the difference between the groups was due to playing souls- like games or gaming in general. The Kruskal-Wallis test (i.e. a non-parametric version of ANOVA) and subsequent post-hoc tests were the main methods used to detect differences. Differences in coping strategies were minimal, almost nonexistent - the only significant difference was found in emotion-focused strategies, which was most likely related to gender (women showed higher values). In the area...
Analysis of video game magazines Level and Score and their influence on a local game development scene
Bartlová, Natálie ; Švelch, Jan (advisor) ; Švelch, Jaroslav (referee)
This thesis examines how the game magazines Level and Score cover the Czech and Slovak game development scene. The thesis uses mixed-method research, combining quantitative content analysis with semi-structured interviews. The research is based on two hypotheses, that Level magazine will cover the local developer scene more than Score, and that it will contain fewer advertisements than Score. The methodological part is preceded by a theoretical part that explores games journalism and its connection to the games industry and the gaming community. The history of gaming magazines in the country is also outlined, with an emphasis on Level and Score magazines. There is also a chapter on the domestic development scene, which sheds light on the local issues of this profession. The main challenges are finances, lack of formal education, and the overall difficulty of working in the video game industry. However, a look at the problems of the industry on a global scale is also included. The methodological part presents the methodology and the sample, which consists of randomly selected issues from both magazines that were published in 2020. The quantitative analysis and subsequent interviews with the editors of both Level and Score proved the validity of both hypotheses. The discussion of the results and the...
Sexual harassment in the video game community
Veverková, Veronika ; Pavlík, Petr (advisor) ; Dvořáčková, Jana (referee)
This thesis deals with gender-based harassment in the video game community. The aim is to explore what behaviors women encounter in this sphere, how they deal with this behavior, what its consequences are and what behaviors gamers consider to be problematic. The theoretical part focuses on defining the term sexual and gender-based harassment, the issues of cyberspace and harassing behavior in it. The following, empirical part, deals with the chosen research method and the chosen qualitative method, which was carried out using semi-structured interviews. The interview was given by eight women participants who move around the video game community as casual gamers, professional gamers, streamers or developers. It is a feminist research, whose intention was to give women a voice and try to understand this relatively closed toxic environment through their words and experiences. Eight interviews showed quite a lot of hate and toxicity from other players which is specific to women. Key words : Sexual harassment, gender-based harassment, cyberspace, video games, toxicity
Games - teaching mathematics through the medium of a foreign language
Řehák, Jiří ; Novotná, Jarmila (advisor) ; Kvasz, Ladislav (referee)
This thesis is about a study looking into the viability to use Minecraft as a teaching tool in order to teach basic geometry. Using Minecraft Educational edition and based on principles from Self- Determination theory, two specifically tailored maps were created, one was a review towards area and perimeter, and the other one was directed towards volume, a new concept for them to discover. 15 fifth grade students, 9 boys and 6 girls, participated in this study, they were split between two separate groups that participated in this study. Children were given an assessment test to find out what everyone's level is at. Once completed they received tablets with a custom map and some worksheets to go along with it. Students progressed through the maps at an individual pace, with no time restriction they were free to explore in the direction they wished. When finished the children were tested again for comparison. Results have shown that students have the abilities to intuitively discover how to calculate volume after a quick area and perimeter review. Additionally, very positive responses have been expressed during the entire study with increased attentiveness and complete immersion. Potential uses of such discoveries could help alleviate the current work load that our current school system experiences.

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