National Repository of Grey Literature 21 records found  beginprevious12 - 21  jump to record: Search took 0.01 seconds. 
Gender differences in computer world and their consequences for players of MMORPG games
Tůmová, Terézia ; Tuček, Milan (advisor) ; Buchtík, Martin (referee)
The text deals with gender differences in MMORPG games. They are studied in four areas: historical evolution, game development job market, gender differences of avatars and players in virtual reality, and the impact of these differences on the actual reality of players. By combining these areas the author strives to achieve a complex view of gender differences in a computer world. The game world and the real world join to create the computer world in which players and game developers are the bridge between those two worlds. The first two parts of the text deal with computer games in general while the following parts deal specifically with MMORPG games. Above all, the research observes the narative and graphical portrayal of female characters in game environment. This portrayal is analysed from the point of view of gender consequences.
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.
Information System for the Game World of Warcraft
Klementová, Martina ; Koutný, Jiří (referee) ; Lukáš, Roman (advisor)
This Bachelor work deals with the development of information system for the game World of Warcraft. This system is designed for the people dealing with administration and development of the server that allows the player to play this game free of charge. The work is mostly designed as an extension of the existing system, with the possibility, to extract the required data, from other similar web sites and their processing and saving into our game server database. It also allows usage of a tool analysing presence of a vulgar expressions in communication channels, used by the players and bans the violator temporarily from playing the game upon finding a word contained in a dictionary of vulgarisms. The following programming languages were used for the system implementation: HTML, CSS, PHP, Javascript, AJAX and MySQL.
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.
Econometric analysis of the economy in game World of Warcraft
Buchníčková, Michaela ; Kuchina, Elena (advisor) ; Formánek, Tomáš (referee)
This thesis analyses the impact of real exchange rate and the official exchange ratio of fiat currencies and in-game golds on the price level in the game World of Warcraft. The work also includes a brief summary of the mechanisms of the in-game economy. The analysis is based on cointegration test and Granger causality test. Individual estimations are model based on the VAR and VEC models theory. The conclusions of this study are made for specific randomly selected pairs of servers with different populations. These results are not easily generalized for the entire regions, but they offer insight into the possible factors affecting the price level in each virtual economy. The results show that the price level on the American server Aegwynn affects the exchange rates of fiat and game currencies as well as that game currency exchange rate in the European region is sensitive to changes in exchange rates of the euro and the yuan. All calculations in this work were implemented in Eviews 8 software.
Analysis of real value of virtual currency in game World of Warcraft
Šilha, Daniel ; Chytilová, Helena (advisor) ; Babin, Jan (referee)
This bachelor thesis aims to analyze in its first part the price development of WoW token after its launching to the world markets. It seeks the origin of price shocks andidentifies common determinants for world markets with WoW token. The differences between world markets are also examined. The real value of virtual currency (gold) used in this game, is determined, based on the price of WoW token. Introduction of WoW token is aimed to reduce the power of black market. The impact of Wow token on black market is described in the second half of this paper.The third part aims to identify basic determinants, which affect prices in auction house of the game WoW with help of OLS model. Consequently, econometric analysis determines factors such as quantity, production costs and days of week, which are decisive for determination of commodity price.
Analýza herních záznamů
Brada, Jiří
This Bachelor thesis deals with the analysis of game records in the game World of Warcraft. Due to the lack of sufficiently effective tools for comparing players and their results between each other in the sense of who caused what injury and the amount of teammates healed, systems were put into place that tried to minimize these shortcomings. The work describes what a game record is, the parameters that it contains and their meaning. Furthermore, the article introduces the current methods practiced for processing. There is a new web application that has been designed and is implemented in the programming language of PHP. The results were subjected to stress tests at a testing installation.
Economic processes in the virtual World of Warcraft
Varša, Marcel ; Chytilová, Helena (advisor) ; Babin, Jan (referee)
This bachelor thesis deals with analyzing of economic environment in virtual World of Warcraft. With usage of experimental method with regards to study of Stjernholm and Bedauin (2008), I am observing the hypothesis about validity of purchasing power parity, according to which I assume price equality on markets with the same conditions. In second part of my thesis, I am validating the hypothesis about possibility of individual to affect the market price in environment very similar to perfect competition, where the product is homogeneous and there is no option of substitution. In contrast with study of Dekutosky, Hopkins and Sirotek (2008) which was my pattern in this experiment, I decided to increase market price. Results of my experiments are pointing at nonenforcement of law of one price and so nullity of hypothesis about price equality and also at at confirmation of significant impact of individual on market price with usage of different approach and items as was used in previous studies on realms with the biggest representation of players from Czech Republic and Slovakia. According to results of the experiments, impossibility of individual to affect market price seems to be key factor for setting out the assumption of purchasing power parity.
Marketing analysis of computer game World of Warcraft
Lopour, Miroslav ; Král, Petr (advisor) ; Zeman, Jiří (referee)
This thesis describes the development of marketing, analyses the sources of change in marketing practices and tools, and shows new theories with examples from real life. To understand these methods and issues it is necessary to outline brandbuilding and current features of a customer. In the second part, all these analyses, practices and methods are being proved on the computer game World of Warcraft, which represents a wholly digital and virtual product with more than 11 mil. subscribers. This number ensures the mother company of Blizzard Entertainment stable sales and moreover, enormous profits. Neither in this part we can do without a throughout analysis.
Distributed run of MMORPG applications
Šolc, Jiří ; Svatoš, Oleg (advisor) ; Maršálek, Lukáš (referee)
Tato práce se zabývá virtuálními prostředími typu MMORPG (Massive Multiplayer Online Role-Playing Game) a možnostmi jejich distribuovaného běhu. Jsou zde nastíněny jejich možná využití k vědeckým disciplínám, jako jsou ekonomické, psychologické a sociální analýzy. V první části jsou představeny aplikace typu MMORPG včetně jejich stručné historie. Následuje analýza charakteristik uživatelů a možností potenciálního využití těchto světů. Ve druhé části je popsán řešený problém. Z možností, které virtuální světy nabízí, byla pro řešení vybrána simulace vesmíru. Práce se snaží zachytit úskalí toho, jak promítnout reálné vesmírné prostředí do počítačové simulace se zachováním realističnosti a budoucí rozšiřitelnosti. Následující kapitola představuje technické prostředky rozsáhlých klient-server aplikací se zaměřením na komunikaci a problematiku počítačových sítí. Dále jsou zde vybráni zástupci dvou současných nejvýznamnějších MMORPG ? EvE Online a World of Warcraft a jsou popsány některé z technologií dostupných pro vývoj nových komerčních virtuálních světů. Hlavní kapitola práce stručně shrnuje technologické architektury distribuovaných systémů a podrobně se zabývá distribucí na úrovni obsahu virtuálního prostředí. Je zde představen plošný a hierarchický způsob distribuce a konzultovány problémy transparentního přechodu mezi jednotlivými distribučními jednotkami ? regiony. Závěrem jsou shrnuty výhody a nevýhody obou přístupů k distribuci obsahu a hierarchický model je doporučen jako vhodný pro simulaci vesmírného prostředí.

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