National Repository of Grey Literature 42 records found  previous11 - 20nextend  jump to record: Search took 0.01 seconds. 
How doe's playing MMORPG influence mood of players
Kůra, Michal ; Lukavská, Kateřina (advisor) ; Hrabec, Ondřej (referee)
This bachelor thesis examines how doe's playing MMORPG game influences mood of the player. The main goal of research is to experimentaly verify if there is some mood boost caused by playing MMORPG game. This possible effect is examined via the BMIS questionnaire, which measures actual emotional state of player. BMIS questionnaires were administrated right before and after activity, to find out the difference caused by the activity. According to findings of this experiment playing MMORPG game significantly improves the mood, in comparison with watching documentary film. Some additional measures support the theory, that mood improvement during the game could be linked with development of the flow experience, which has, as some previous studies found out, higher probability to develop during playing MMORPG game then during other non-virtual leisure time activity such as watching documentary film.
Play Style of Girl Gamers
Rosendorfová, Johana ; Hrabec, Ondřej (advisor) ; Smetáčková, Irena (referee)
The goal of this bachelor's thesis is to contribute to further development of the concept of a play style of both male and female video game players, and to highlight the relevance of studying video games in relation to the female population. The target of this work was to uncover the play styles of adult female video game players, for which I propose approaching the play style as an element of the interaction process between the player and her environment (fellow male and female players and the general public). In the main part of the work I propose a contextual model of play style and arrive at a categorization of gender specific play styles and their relation to the concepts of agency and communion. The results were reached by in depth analysis of interviews with female video game players.
Satisfaction and stability in a marriage: does it matter if you have met online or offline?
Kačena, Petr ; Hrabec, Ondřej (advisor) ; Lukavská, Kateřina (referee)
The master thesis looks at marital satisfaction and stability in Czech marriages between 2005 and 2015. The aim of the thesis was to find out whether meeting your spouse online or offline affects marital satisfaction and break-up rate (separation and divorce). The theoretical part of the thesis focuses on attractiveness, the characteristics of a good relationship, the development of marital satisfaction and existing research on online dating. A nationally representative sample of 316 respondents provided answers in an online questionnaire. The results indicate that one in three Czech marriages now begin online. Half of the online group met on an online dating site and 17 % on a social media site. When compared to those that began offline, "online marriages" were slightly less likely to end up in a marital break-up (31 % offline, 26,5 % online) and reported slightly higher marital satisfaction. However, none of these differences were statistically significant. The differences were higher when the online group was narrowed down to the ones who met on an online dating site and on a social media site but remained statistically insignificant. This group also retrospectively reported better fulfilment of their criteria for their life companion at the beginning of a relationship (p=0,041). In general, men...
Motivational structure of World of Warcraft game
Hrabec, Ondřej ; Chrz, Vladimír (advisor) ; Klusák, Miroslav (referee)
This document aims to describe and analyze motivational structure of MMORPG World of Warcraft. Thesis results from a number of empirical sources: author's subjective experience with the game (observation, writing reflective journal) and objective sources (analysis of video recordings, game data, web pages, discussion with players). Virtual environment is discussed from the viewpoint of Gibson's affordance theory, whereas virtual space is counted as a participation prompting. The work narrowly specifies offer structure of World of Warcraft by segmenting it into two categories - environment and player's avatar. It is also devoted to dynamic motivation factors like rewards and sanctions. The image of interaction between player and a game (gameplay process) is provided in the form of player's rituals, whereas imaginative form of implemented flow mechanisms is accented. The important part of the work includes analyzing mythology of virtual world on the basis of analytical psychology. Jungian perspective with an overlap into cultural anthropology illuminates much of the archetypal infliction of the game and the essence of virtual reality. Construction of fictive myths in MMORPG leads into questions about what psyche needs to interpret reality. Although one of the conclusions of this work implies that many players...
Experience of stigmatization in people with affective disorder
Mikula, Martin ; Chrz, Vladimír (advisor) ; Hrabec, Ondřej (referee)
The intention of this thesis is description and understanding of experience of stigmatization in people, who live with affective disorders. Another goal is identification of various phenomena, which can occur during this experience and are in some way key for it. For these reasons we decided for qualitative approach in our research. As a specific method we chose the Interpretative Phenomenological Analysis, because it allows putting major focus on the form of experience of each individual participant. The participants were two females and two males in the age from 20 to 28 and all of them have experience with depressive disorder or bipolar affective disorder. We acquired the data with the assistance of semi-structured interviews and analysis of this data took place on two levels. First the individual experience of each participant was analyzed with its specifics to the greatest detail possible. Following analysis of themes which were common for few or all participants and were in some way significant to them within the framework of examined phenomenon. Those themes are disclosing of diagnosis and symptoms, experience of mental illness in the surroundings, stigmatizing statements and behavior, complications in romantic relationships, complication at workplace and passing on own experience to the...
Children's drawing in preschool age
Hritzová, Haidemária ; Klusák, Miroslav (advisor) ; Hrabec, Ondřej (referee)
The bachelor's thesis examines children's drawing in preschool age, which arose spontaneously when observing children's play. It views children's drawing as a game where a combination of object construction and symbolic games takes place. The aim of the research is to map the kinds of pleasure that drawing, understood as a game, can bring to children. The theoretical part is based on sources of professional literature in the field of psychology and pedagogy. The empirical part presents the results of a research survey carried out by qualitative methods, using mainly research methods of observation, interview, child history and product analysis. The research took place for one school year in one of Prague's state kindergartens. Altogether, 14 observations of free spontaneous drawing were obtained, elaborated in detail in the individual appendices. The research group consisted of a total of 23 children, of which 14 were girls and 9 were boys. We managed to create seven main categories, which contain several sub-elements identified as pleasing in the creation process itself. It was found that the creative process itself was a source of main pleasure, as many of the children did not show any interest in drawing after completing the picture. The creative process included components of dexterity in the...
Religious Experiences Induced by LARPing
Martinek, Adam ; Beláňová, Andrea (advisor) ; Hrabec, Ondřej (referee)
This bachelor's thesis is concerned mainly with experiences of live action role-playing games players, who have, during the course of such games, played characters related to religion. The aim of this qualitative study was to first and foremost discover and describe if and when do play induced religious experiences arise. The thesis is theoretically based on those currents of psychology of religion which hold religion to be a socially constructed phenomenon, that can be, albeit possessing certain cognitive specificities, studied through standard methods, mainly those which are inductive in their reasoning. This view is held chiefly because of the socially constructed nature of religion and the absence of a definitive explanatory theory of religion. To answer my research questions, ten semi-structured interviews were conducted with different participants, during which I respected the participant's own perception of the religiosity of their play experience. These interviews were analysed through the lens of grounded theory, the aim of the analysis was to describe circumstances of the emergence of game-specific experiences, their contents with regard to the religious theme of the game(s) and their possible effects on players' lives outside the game(s). The results of the study are discussed in light...
LGBT and the identity of a gamer
Marková, Tereza ; Hrabec, Ondřej (advisor) ; Smetáčková, Irena (referee)
This bachelor thesis explores identity of a person of sexual or gender minority group in a context of game culture. It deals with the question of whether the LGBTQ identity of a video game player in some way influences his experience with playing computer games and how this influence manifests itself. The theoretical part of this work first introduces the topic of LGBTQ identity and explains the difference between sexual orientation and gender identity. Identity is a main topic of the next chapter of this work, as it focuses on identity itself and the relation of sexual orientation and gender identity of a person to his overall identity and mentions the specifics of the identity of a person with minority sexual orientation and gender identity. The next part of the work focuses on the description of the gaming environment and how the player's identity is projected into it. The main topics of this part are the identification of a player with a game character, the relationship of a player with a game character and also the topic of gender in the game environment. Furthermore, the theoretical part of the work focuses directly on LGBTQ gamers. In this part, the theory focuses on the diversity and representation of the LGBTQ minority and their importance in games and the gaming community. It presents in...
How children of younger school-age play the video game Minecraft
Zemaník, Martin ; Hrabec, Ondřej (advisor) ; Klusák, Miroslav (referee)
This bachelor's thesis aims to explore how children of younger school-age play Minecraft. Through the method of unstructured interview, it explains the immense popularity of the game amongst its younger players and describes how they make use of what the game allows them to do. The thesis presents Minecraft as a combination of multiple games through which it is possible to dynamically switch. Further it describes how the game is able to imitate the structure of psychological development which takes place in the younger school-age. KEWORDS game, videogame, traditional children games, younger school-age, Minecraft

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