National Repository of Grey Literature 40 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
Playing soldiers: An Ethnographical study of virtual military units
Kos, Andrej ; Hrabec, Ondřej (advisor) ; Doubek, David (referee)
The text aims to explore the environment and culture of virtual military units in the Arma 3 video game using an ethnographical approach. It analyses their structure and agency in terms of the theoretical views of concepts such as Communities of practice and the Protheus effect. It also considers the theories of role-playing and psychodrama. Immersion and player identity are also discussed on a theoretical level. Participant observation and focused interviews were chosen as data collection methods. The data was captured in the form of video recordings and further analysed. The text continues to focus on the analysis of the data sections presented and the emergence of three crucial aspects: the acquisition of technical skills by the players, their gradual enculturation into the gaming community, and, finally, the specific mode of experience these virtual activities offer, and emotional aspect of said experience. It is argued in the text that the specific technical knowledge that players acquire, combined with the connection to a specific context created and maintained by the group itself, allows the establishment of a specific relationship between the player and his virtual character that enables a particular form of authentic experiencing of the game content. These findings continue to be...
Online education through the eyes of college students
Dirgasová, Simona ; Hrabec, Ondřej (advisor) ; High, Radka (referee)
This thesis examines the experience of undergraduate students with online learning during the school closures related to the Covid-19 pandemic. In the theoretical section, I present data that relate to the lived experience based on the literature. I then proceed to the empirical section in which I employ qualitative methodology. Specifically, respondents accounts are captured through diaries and interviews. The research group consists of six university students, represented by four women and two men. The age range of the respondents is 22 to 24 years old at the time of writing the diaries. The diaries were recorded by the respondents between February 2021 and July 2021, i.e. during the summer semester of the academic year 2020/2021. In the second stage of data collection, I conducted semi-structured interviews with the same respondents where they reflected on the experience of online learning. I further analysed the data collected in the form of diaries and interview transcripts using Interpretative Phenomenological Analysis (IPA). The analysis resulted in themes that were relevant to all interviewees. These themes are space, relationships, specifics of online teaching, which contains overwhelming, frustration and stress, attention and motivation and also physical aspects. In the last section,...
School psychologists' experience with online counseling
Pakhtusov, Iurii ; Hrabec, Ondřej (advisor) ; Presslerová, Pavla (referee)
This thesis explores the experiences of school psychologists with online counselling. The theoretical part has three chapters which discuss school psychology as a field of study, provide an insight into the current state of online counselling and a description of online counselling from the perspective of school psychologists based on an analysis of scientific articles. The aim of the thesis is to describe school psychologists' experiences with online counselling during COVID-19 lockdown. The qualitative design was chosen for the research purposes. The method of data collection consisted of conducting semi-structured interviews. The research sample included four female school psychologists and one male school psychologist. Data analysis was conducted based on interpretative phenomenological text analysis. In the research findings, the school psychologists' cumulative experience with online counselling consisted of an overall reduction in counselling services, which was primarily due to addressing ethical issues such as privacy and the construction of professional and work boundaries, as well as technical barriers and a change in the form of work in the online environment. School psychologists considered the main benefit of the online environment to be the flexibility of time and place, or the...
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.

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