National Repository of Grey Literature 26 records found  beginprevious21 - 26  jump to record: Search took 0.02 seconds. 
Online gaming addiction: Does the frequent playing affect player's lifestyle?
Riegrová, Kateřina ; Vacek, Jaroslav (advisor) ; Vondráčková, Petra (referee)
This thesis deals with online computer games and their influence on the lifestyle of players. The work is divided into 2 parts ─ theoretical and research. The theoretical part describes the basic information about the history of computer games and the Internet, the distribution of computer games, addictive behavior on the Internet and computer games as well as problems that can cause excessive use of computers. In the research part, I tried to find answers to research questions. The aim of the study was to determine whether excessive gaming affect health, spare time, work performance, school performance, relationships with family and friends, and other areas of everyday life. To collect data, I used both quantitative and qualitative methods. Using the questionnaire, respondents were split into two groups. In first there was those who fulfill criteria for dependence or addiction risk, and in the second, on the other hand, those who do not meet these criteria. Then I chose semi-structured interviews, with which I examined all the data related to lifestyle of gamers.In quantitative part of the research, I chose the method of survey, when I posted the questionnaire on the website and asked players to complete it. Overall I gained 59 respondents. The average age of the subjects was 22 years. The age...
Role-playing in massive multiplayer online games
Mikoláš, Michal ; Tuček, Milan (advisor) ; Buchtík, Martin (referee)
The author deals with MMORPGs, a special computer game genre. MMORPGs are designed to host simultaneous playing of a large number of people. The key topic is role- playing, which occurs when the players accept a fictional role connected with their avatar. The text also includes description of the terms avatar, guilds, synthetic worlds, games and online games. The basic premise of this theoretically oriented work is that role-playing is not a homogenous issue and takes different forms as a result of the server/guild game style choice. The author collected data in World of Warcraft game environment. He created an avatar which helped him to observe actions of others while taking "field notes" and recording the chat communication of the players. The author compared data recorded while playing in two differently oriented guilds, which helped to create and describe basic definitions and forms of role-playing in online games.
Robot to Playing Online Games
Křípal, Zbyněk ; Rychlý, Marek (referee) ; Trchalík, Roman (advisor)
The aim of this project is to design and implement a robot for playing turns of online web browser based games. Robot downloads a web page and then decides about further actions with regards to contents of the page and according to configuration files (e.g. filling and sending a web form).
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.
The real application of methods knowledge discovery in databases on practical data
Mansfeldová, Kateřina ; Máša, Petr (advisor) ; Kliegr, Tomáš (referee)
This thesis deals with a complete analysis of real data in free to play multiplayer games. The analysis is based on the methodology CRISP-DM using GUHA method and system LISp-Miner. The goal is defining player churn in pool from Geewa ltd.. Practical part show the whole process of knowledge discovery in databases from theoretical knowledge concerning player churn, definition of player churn, across data understanding, data extraction, modeling and finally getting results of tasks. In thesis are founded hypothesis depending on various factors of the game.
System design for gamehosting
LEVÝ, Ondřej
With the coming of new modern technologies, powerful computer setups, great amount of additional equipment and omnipresent high speed internet connection, there are even more users playing computer games. These are not simple turn-based games with insufficient graphical processing, but these games are top modeled and promising unlimited fun. There are many multi player games a user can host for his own chosen friends and I have focused on this not exactly simplest issue. I have summarized possible types of servers and operating systems, outlined security dangers and ways how to protect the server against potential attacks from the outside. I have also developed a manual and programmed a admin control panel for easy management of the hosted game.

National Repository of Grey Literature : 26 records found   beginprevious21 - 26  jump to record:
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