National Repository of Grey Literature 185 records found  beginprevious166 - 175next  jump to record: Search took 0.00 seconds. 
Monetization of big-budget video game titles
Nejepínský, Adam ; Pavlíček, Antonín (advisor) ; Böhmová, Lucie (referee)
The master thesis deals with the monetization of big-budget video game titles. For this purpose the attention is paid to the three basic areas, namely business models, specific video game marketing and piracy. The theoretical part of the thesis analyzes and describes these aspects and looks for their strengths and weaknesses. It creates a possible ways to monetize the big-budget video game titles as well as the theoretical framework which is necessary for the research. In our research the attention is paid to the results of the questionnaire investigation, which is focused on gamers opinions about the aspects of monetization described in theoretical part. Thanks to the research and theoretical part of the thesis the optimal way of the monetization of the big-budget video game title was created
Visual style of the Intensified Continuity in the movie Scott Pilgrim vs. The World
Bobreková, Anna ; POZZI, Jaroslav (advisor) ; BENDOVÁ, Helena (referee)
This study is focused on a narration and visual style analysis of the movie Scott Pilgrim vs. The World. The emphasis is put on the influence of the comics, that the movie is based on and also influences of the PC and video- games. It also works with the style, defined by David Bordwell as Intensified Continuity. That includes work of camera such as focus and camera moves, final editing and lenght of shots. Based on the Intensified Continuity, it also says how the creators of the movie were able to further develop that style and make the movie more dynamic.
Sound Design in Computer Games
Oramus, Tomáš ; NEUBAUER, Petr (advisor) ; Novák, Martin (referee)
This paper describes the sound design in computer games. It focuses primarily on the procedures and technologies commonly used in the development of 3D games and highlights them in the entire creation process of these games. It also points out the differences and specificities of this field, especially compared to the creation of film sound. The goal of this paper is to provide a general overview of the work of sound designer during the creation of computer games.
The potential and real negative impact of the social network and the computers games on the children and teenagers
PODROUŽEK, Václav
The thesis deals with the potential and real negative impact which the social networks and the computer games have on the children and teenagers who are the target group of people which is in the time of forming of their personality and character. These issues are compared on the basis of explored and published findings which have been already made with the findings which I composed from my own exploration and because of these facts the appropriate conclusions are deduced.
Analysis of computer games market in Czech Republic
Polák, Lukáš ; Koudelka, Jan (advisor) ; Stříteský, Václav (referee)
The main objective of the thesis is to describe situation on the current computer games market in Czech Republic and with use of own market research to reveal behavior, usage and preferences of consumers on this market. Based on this data significant market segments should be revealed and appropriate conclusions and recommendations useful for marketing communication should be given for them. Own market research is of quantitative character and is realized in form of Internet questionnaire. Data obtained from this questionnaire are analyzed with help of pivot tables in MS Excel. IBM SPSS Statistics 20 is used for uncovering market segments and expansion of their profiles. The output of the thesis is detection of 5 major market segments and formulation of basic recommendations on marketing mix level for each market segment.
Valuation of 2K Czech, s.r.o.
Fiala, Jakub ; Kislingerová, Eva (advisor) ; Štamfestová, Petra (referee)
The objective of the thesis is to estimate the value of 2K Czech, s.r.o., as of 31th December 2011. The thesis is structured into two parts. The theoretical part describes applied methods and valuation approach. Application includes strategic and financial analysis, prognosis of value drivers, financial plan and final valuation using discounted cash-flow method and market comparison method.
Computer games addiction
Nejepínský, Adam ; Pavlíček, Antonín (advisor) ; Matuštík, Ondřej (referee)
This bachelor thesis deals with the problem of computer games addiction. The attention is paid mainly to on-line games for more players. The purpose of this thesis was to describe this problem and to check - through questionnaire investigation - if the addiction to computer games and the impacts connected with the games really deserve excessive experts and laics attention. The thesis has two parts -- theoretical and practical ones. The theoretical part describes the possibilities of diagnosing the on-line games addiction and digests the up to date knowledge and opinions of the expert public. Furthermore the readers are acquaint with the computer games, with their attractiveness for the players and with the effects, which are connected with this specific addiction - aggressiveness, health impacts, social effects. In the practical part the attention is paid to the results of the questionnaire investigation, which was focused on the players of the most hazardous playing genre from the dependence point of view -- the MMORPG (Massive Multiplayer Online Role Playing Games). Two methods were used for determining the percentage of the addicted players. Furthermore the practical part proves the hypotheses dealing with the aggressiveness of the MMORPG players and with the positive impacts of the computer games. Thanks to the theoretical and practical parts, the thesis confirmed that uselessly too much attention is paid to the computer games addiction, because the most negative effects were disproved or at least questioned. The practical part demonstrated among other that for the time being the diagnostic methods are not on such a level so as to be able to identify the problematic persons with certainty.
Business models of MMORPG
Linhart, Pavel ; Donát, Jiří (advisor) ; Skoupý, Radek (referee)
This thesis studies massive multiplayer online role-playing games (MMORPG) and their business models. Purpose of this work is to analyze current MMORPG market and business models which are currently used. The main goal and asset of this thesis is concept of new business and payment models that could be used in MMORPGs in order to increase number of customers and to raise profits. Part of the concept is the analysis of possibilities of player's history to create a profile suitable for personalized advertising. The last goal is analysis of ways that developers of MMORPGs use to motivate players to to play long-term, so they use the service and generate profit.
Influence of personal computer using in leisure on prepubertal children's study results
STRÁNSKÝ, Jan
Work describes most common prepubertal children's activities on computer in their free time. Work is trying to find out if there is any relation between a time spent on computer and study results.
Youth Subculture in the Online Environment
SUCHANOVÁ, Jana
Over the last ten years Internet become substantial information and communication tool for all age and social groups of Society, but it has a specific status among the younger generations. This thesis understands the Internet as a virtual environment which supports the formation of new Youth subcultures and also the communication of currently existing subcultures. Theoretical part defines the basic terms and concepts (Youth, socialization, identity, culture, subculture, and counterculture) which correspond with the orientation in researched environment. The thesis characterizes also virtual environment, computer games and psychosocial aspects of these worlds. The practical part is based on qualitative research study (depth interviews) of the subculture of the on-line computer games players. The data gathered by depth interviews were processed on the basis of the methods of grounded theory.

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