National Repository of Grey Literature 49 records found  previous11 - 20nextend  jump to record: Search took 0.01 seconds. 
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...
"Some trees flourish, others die?": Opportunities and Problems of the Video game Canon
BRIXÍ, Václav
The paper attempts to enter current discussions related to the perception of video games as art. The thesis will focus primarily on the emergence of the video game canon, and will trace the evolution of this entertainment industry towards an increasingly institutionalised reception and evaluation of video games. This development will be examined both in academic context, with attention paid, for example, to the emergence of university departments and scholarly monographs on the history of video games. At the same time, the author will focus on non-academic strategies of value creation, such as the operation of the The Game Awards event, or the efforts to establish a normative genre-based system of video game creation and evaluation by game developers, journalists, and emerging critics. Methodologically, the thesis will draw on the theory of the canon of other arts, with particular attention to the development of the film canon as an example of the establishment of a new art and its institutionalization during the 20th century.
Design and Implementation of Racing Computer Game
Dvořák, Tomáš ; Polášek, Tomáš (referee) ; Čadík, Martin (advisor)
The aim of this thesis is to create a racing game in order to revive this genre. The game is developed in Unity game engine and uses similar elements from other popular titles. However, it is most reminiscent of Trackmania. The player drives around in a course and tries to beat preset times. There are five ratings in total – none, bronze, silver, gold, platinum. The thesis does not only describe the implementation of said game, but it also contains the data gathered from testing and major changes made thanks to user responses.
Design and Implementation of 2D Video Game in Game Engine Godot
Kurtin, Tomáš ; Munzar, Milan (referee) ; Čadík, Martin (advisor)
Cílem práce je narvrhnout a vytvořit novou 2D hru v herním engine Godot. Práce začala návrhem, který se zaměřil na zkoumání již existujících her. Podle získaných poznatků byla vytvořena sada schopností, které hráč bude moci použít. Dále byl vytvořen návrh světa a příběhu, který se v něm odehrává. Jako hlavní mechanika nové hry byla zvolena rychlost z důvodu pomalu působících her z žánru Metroidvania. Rychlost generuje energii, která posilňuje útoky a umožňuje hráči provádět další schopnosti. Celý návrh byl poté implementován v herním engine Godot, který je vývojovým prostředím pro hry. Implementace se zaměruje na vyprávění příběhu a na plynulost a rychlost pohybu.
Unity Game with RPG Mechanics
Svatý, David ; Karas, Matej (referee) ; Vlnas, Michal (advisor)
The work deals with the development of a RPG game using the Unity development engine. Its goal is to highlight individual aspects of game development and present the resulting work. The game is of the fantasy genre, is in a top-down perspective, contains RPG mechanics in the form of upgradeable player attributes, has a procedurally generated environment and artificial intelligence to control non-playable characters. The chapters present theoretical knowledge, algorithms and mechanics used in game development, as well as game design and a detailed description of the final implementation of the application.
Light on the Chest
Gračka, Martin ; Hlinka,, Dominik (referee) ; Artamonov, Vasil (advisor)
My paintings from the video game Silent Hill (1999) are supposed to be full of darkness, hopelessness, despair and melancholy. I choose subjects that are civil, boring, when almost nothing is happening in the painting. Subtly and with an emphasis on atmosphere and mood, instead of explicit visuals. I want every ordinary thing, like a plant or a piece of furniture, to carry the weight of that world. The game has a very strong and emotional story that is taken out of its original context. It is therefore not necessary for the viewer to know the original, and thus he gets space to create his own story. My goal is not only to capture the visuals from the video game, but also to evoke the feeling of being present in this terrifying world. Feelings of mystery, fear, hopelessness, loneliness, darkness and something surreal. To materialize these virtual experiences into a physical likeness through painting. We can look at places that we used to look only through a monitor anywhere and at any time, but now they are mediated by matter and we can even touch them. To create a painting form so that it had formal qualities, it managed to convey the essence of imperfect graphics while at the same time describing the horror world.
Development of a 2D sidescrolling video game for Windows in Unity
JÍROVEC, Daniel
This work is about the development of a 2D video game in a Unity game engine. Unity allows developers to create and export games for many platforms. The thesis theoretically describes the process of creating a video game and different types of video games and their use in education and finally the Unity game engine itself. These principles are then applied in the practical part in the development of a specific 2D video game for Windows using the C# programming language. Genre of the game is sidescroller which is a subgenre of platformer games. The game focuses on educating players and especially children about the issue of plastic pollution in a fun and interactive way.
The multimodality of the narrative in the video game Kentucky Route Zero
Kolářová, Hana ; Švelch, Jaroslav (advisor) ; Fousek Krobová, Tereza (referee)
Tato diplomová práce zkoumá narativ videohry Kentucky Route Zero na základě multimodálního přístupu. Cílem práce je popsat funkce a specifika jednotlivých sémiotických modů a analyzovat způsob, jakým se tyto mody podílejí na formování multimodálního narativu. První část práce poskytuje teoretický základ pro následnou analýzu. Nejprve popisuje problematiku vztahu narativů a videoher. Následně představuje teorii multimodality, multimodální koncepty a s nimi spojené přístupy. Nakonec se věnuje také videohře Kentucky Route Zero, jejímu příběhu, hernímu i uměleckému žánru a záměru herních designérů. Výzkumná část práce se nejprve věnuje analýze jednotlivých sémiotických modů jako je jazyk, obraz a zvuk. V kontextu celé videohry zkoumá jejich specifika, funkce a limity pro vytváření významů v rámci narativu. Kromě toho popisuje možnosti interakce a jejich vliv na narativ. Tyto poznatky následně využívá v rámci analýzy narativních elementů, přičemž se zaměřuje na způsoby kombinace jednotlivých modů, na jejichž základě je narativ videohry Kentucky Route Zero formován.
Autopsy
Hofmann, Petr Eric ; Záhora, Zdeněk (referee) ; Vaněk, Vojtěch (advisor)
This bachelor thesis is focused on digital games, namely the creation of game objects and virtual space. An existing room was used as the main object, which was the auditorium at FFA. The outcome of this project is a computer app bringing users the possibility to explore the digital model of the auditorium. The digital technologies are providing us with a completely different point of view regarding the already existing room. The video game's interactive principles allow us to look closer at the image layers, called textures, responsible for the final look of a game object. The emphasis of this project is to communicate mainly with the help of visual language which will reduce the need for greater amount of textual information towards the user. The content can be unlocked by navigation through an intuitive user interface, an ingame tool to control the play. The title "Autopsy" was chosen as an allegory to the process of finding and gaining new information and experience thanks to the dismantling of a researched subject just to its main core. The autopsy room is not just a room, where the action happens, it is the action itself.
Video game playing as a risk factor in adolescence?
Lysý, Jan ; Nekola, Martin (advisor) ; Vondráčková, Petra (referee)
Diploma thesis "Video game playing as a risk factor in adolescence?" deals with actuality of risks for children and youth linked to video games. This topic is currently intensively disscused because of cases of high school shootings. There are concerns that violence in video games is connected to rising of children and youth violence. Another risks refered to video games are addiction and obesity. This diploma thesis deals with these risk too. Goal of this thesis is find out if these risks are real and how great is influence of video games on addiction and obesity. Important topic in this thesis are parents. Parents are important participants who can oversee content of video games played by children and influence amount of time, which children and youth spend by playing of video games.

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