National Repository of Grey Literature 25 records found  previous11 - 20next  jump to record: Search took 0.00 seconds. 
Who are the producers and consumers of media content published on the Twitch platform
Kopecký, Martin ; Kasík, Pavel (advisor) ; Lokšík, Martin (referee)
Due to the rise of technological convergence, the production of media content is currently available to anyone with befitting means. The situation is no different in the area of streaming and video games. This diploma thesis is focusing on producers and consumers of media content streamed on the video platform Twitch. This platform enables their users, if they dispose of quality internet and sufficient hardware, to produce real time streamed media content on nearly professional level. Hundreds of millions of viewers are watching Twitch monthly and this thesis is trying to introduce the very streamers of media content on this platform, their success and failure, while monitoring their viewership.
The influence of watching videogame streams on purchase decisions of gamers and their willingness to pay, evidence from the Czech Republic
Mertová, Veronika ; Polák, Petr (advisor) ; Kukačka, Jiří (referee)
This thesis aims to understand the relationshipbetween viewership of video game streams and purchase decisions players make. Furthermore, the price they are willing to pay is explored. The emphasis is on understandingthe difference in these effects for big blockbuster games and small independentlydevelopedtitles. The data was collectedusingan online survey distributed in gaming-focusedgroups on social media. The data on purchase decisions was analysedusing a logit model. It showed that trust in streamer's recommendations increases the chance of purchase along with the number of preferred genres and games bought for indie titles. Moreover,it showed a positive relationshipbetweenbeing a student and purchasinga big game after watching. A standard ordinary least squares model was used to analyze the price and showed that hardcore gamers, people who buy on release day, and people with a wider range of interest in games tend to pay more. On the other hand, older people, students, and people who prefer to buy games on sale are willing to pay less. Keywords Video games, streaming,indie, AAA, willingness to pay, logit,Czech Republic Title The influence of watching videogame streams on purchase decisions of gamers and their willingness to pay, evidence from the Czech Republic
Audio Streaming for Android Devices Using UPnP
Lehocký, Gabriel ; Španěl, Michal (referee) ; Beran, Vítězslav (advisor)
Velké množství lidí v současnosti používá své chytré telefony jako mobilní hudební přehrávač, kde si ukládá svou oblíbenou hudbu. Chceme-li při poslechu zvýšit hudební zážitek, tak toho můžeme docílit tím, že použijeme kvalitní externí soustavu reproduktorů, kterou připojíme přes wireless stream protokol UPnP a RTSP. Tyto protokoly umožní jednoduché sdílení hudby a jsou již implementovány v převážné většině audio-video zařízení. Tato práce si klade za cíl popis těchto technologií, na základě čeho popisuje i vývoj a realizaci jednoduché aplikace na sdílení audia.
Willingness to pay for streaming services: Evidence from the Czech Republic
Strnadová, Ivana ; Polák, Petr (advisor) ; Kučera, Adam (referee)
The aim of this thesis is to analyze the consumers' willingness to pay for subscription- based video streaming services in the Czech Republic. With the unique data collected via self-developed questionnaire both the willingness to pay and the maximum price that consumers would be willing to pay for such services is examined. Using the logistic regression, variables that have a significant effect on the probability of subscribing were identified. These include the age, education level, preference for original sound and Czech movie production, online payments, purchase of an electronic movie, number of devices used, cinema visits, favouritism of movies over TV shows, satisfaction with the content offered by common broadcasting stations and desire for spatial mobility when accessing video content. Similar results were obtained when predicting the price using OLS. Additionally a previous purchase of a physical medium and the income level were found significant. Based on demand estimation this thesis also suggests that from the provider's perspective the optimal profit maximization price for streaming services should be set in the range from 218 to 283 CZK.
Who are the producers and consumers of media content published on the Twitch platform
Kopecký, Martin ; Kasík, Pavel (advisor) ; Lokšík, Martin (referee)
Due to the rise of technological convergence, the production of media content is currently available to anyone with befitting means. The situation is no different in the area of streaming and video games. This diploma thesis is focusing on producers and consumers of media content streamed on the video platform Twitch. This platform enables their users, if they dispose of quality internet and sufficient hardware, to produce real time streamed media content on nearly professional level. Hundreds of millions of viewers are watching Twitch monthly and this thesis is trying to introduce the very streamers of media content on this platform, their success and failure, while monitoring their viewership.
The Netflix phenomenon and it's impact on the audience behavior
Doležal, Aleš ; Štoll, Martin (advisor) ; Jirků, Jan (referee)
The text of this diploma thesis called "Video on Demand Phenomenon and the Czech Viewer" describes the current situation in the world of the VOD services. It characterizes all the main elements of VOD and related business and viewer behavior and lifestyle resulting from those characteristics. The work also attempts to briefly describe all the main VOD services on the Czech market with regard to their history, current state and deals they offer to the viewer. The bulk of this work is, however, focused on the survey conducted amongst 140 people aged 19 - 26 and presenting its results. The survey finds that majority of those people prefer binge-watching over linear TV, which leads to very uneven TV watching habits and changes in lifestyle. According to the survey, it also appears that paid VOD is currently almost as popular as cable and satellite TV, but majority of people still don't want to pay for more than one service, which means that more than three quarters of them use internet piracy to get access to the desired content.
Live streaming of computer games in the Czech republic: a qualitative study
Válek, Jiří ; Švelch, Jaroslav (advisor) ; Švelch, Jan (referee)
This thesis focuses on the phenomenon of live-streaming of computer games in the Czech Republic. This thesis is based on an approach of online ethnography and tries to describe what meaning do the producers of content (who are labeled as performers in this thesis) ascribe to streaming, what are their motivations to stream, how they present themselves on the streams and what is the content of those streams. The live-streaming of computer games in this thesis is put into context of user-generated content. The main part of this thesis is a qualitative research realized through an online observations of streams and through interviews with the performers, who stream on the streaming service Twitch. The findings show that streaming is entertaining and time passing activity for the performers, but also a form of a social contact. Some motivations of the performers include the satisfaction of their viewers and recurring contact with them. There were no financial motivations involved among the performers. Performers mostly do not stylize themselves into any specific role, however some of them do take on themselves the roles of teachers, who teach their viewers to be a better gamer, or the roles of entertainers. During the stream the performers mostly put their attention to only a single game and also to an...
League of legends community as part of E-sports phenomenom
Jurčík, Jakub ; Švelch, Jaroslav (advisor) ; Vochocová, Lenka (referee)
The main objective of this thesis is the description and characterization of media content generated within the community around the game League of Legends inside the phenomenon of e-sports. The central issue is the definition of metagame term and anchoring its functions in different types of media content rising in the community around the game League of Legends. The output of this work is analysis of different types of media content, in which the term metagame is designed, interpreted and transmitted to the audience.
Impact of rebuffering events on subjective QoE measurement of streaming video
Hůrek, Marek ; Pokorný, Jiří (referee) ; Kováč, Dominik (advisor)
This bachelor thesis mainly deals with the creation of a web-tool for subjective evaluation of quality of video in initial and repeated video loading and buffering. The simulation of adaptive streaming, focused on buffering, is performed on the basis of scenarios created in the database that are randomly generated and implemented into the aforementioned web-tool. The theoretical part of this thesis is focused on the analyzation of different types of streaming, streaming services and QoE service (subjective and objective evaluation). Two basic methods for the subjective evaluation (laboratory method and crowdsourcing) are described in more detail. At the end there are analyzed data received from measurement. Results are put into graphs with a description of subjective evaluation MOS.
Technology for webcast
Švehlák, Milan ; Číka, Petr (referee) ; Zeman, Václav (advisor)
This bachelor´s thesis discusses technology for creating webcast and possible methods for its implementation. To begin with, there is mentioned theoretical knowledge about the transmission of multimedia over the Internet. This is followed by a list of basic methods for webcast. In the following parts, these various methods are described in detail with their advantages and disadvantages and they are compared. This thesis also discusses the hardware and software tools necessary for implementing the webcast. Finally, there is a design suggestion for the most appropriate method for making a webcast with respect to the stipulated requirements and subsequently made its implementation.

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