National Repository of Grey Literature 182 records found  beginprevious172 - 181next  jump to record: Search took 0.01 seconds. 
Youth Subculture in the Online Environment
SUCHANOVÁ, Jana
Over the last ten years Internet become substantial information and communication tool for all age and social groups of Society, but it has a specific status among the younger generations. This thesis understands the Internet as a virtual environment which supports the formation of new Youth subcultures and also the communication of currently existing subcultures. Theoretical part defines the basic terms and concepts (Youth, socialization, identity, culture, subculture, and counterculture) which correspond with the orientation in researched environment. The thesis characterizes also virtual environment, computer games and psychosocial aspects of these worlds. The practical part is based on qualitative research study (depth interviews) of the subculture of the on-line computer games players. The data gathered by depth interviews were processed on the basis of the methods of grounded theory.
The Educator´s Approach to Media Training and Computer Games within Leisure Time of School-children
MORAVCOVÁ, Dagmar
The paper describes possible ways of approaching computer games playing as part of leisure time of school-children and deals with the significance of media training in leisure time. At first it specifies the concept of leisure time and its functions, then shows some positive and negative effects of the media. It further describes classical computer games, the problem of excess computer game playing and means of prevention. The paper deals with the educator's personality and the importance of media training for his/her work. It describes philosophy for children as a way of reflecting on computer games with children.
Myths and cyberspace
Navrátil, Marek
The problematic of cyberspace and new psychological phenomenons are pursuingin this article. Level of openness of cyberspace, origin and dynamics of virtual communities are also covered. Author is exploring some new interaction phenomenons established by new mode of interaction with computer. These are framed by Levi's principles of cyberculture: connectivity, emergence of cybercomunities and global intelligence phenomenon. From social psychological point of view are presented specifics of cyberspace linked with piece of knowledge from computer games field to communication on the net. Humans' moving in cyberspace is described.
Valuation of interpersonal traits of players of computer games
Vaculík, Martin
The study is focused on interpersonal traits of players of computer games in adolescence. A total 76 players who were suitable for two criterions: a) duration of playing computer games per week (minimum 7 hours), b) duration of interest in computer games (minimum:1 year) was investigated. The Interpersonal Check List (ICL) was used. Differences between players and non-players and differences between players on level of obvious behaviour and ideal self was examined. Significant dissimilarities were discovered.
Achievement motivation of computer games players in adolescence
Vaculík, Martin
This study is focused on achievement motivation of computer games players in adolescence. A total of 76 players who were suitable for two criterion: a) duration of playing computer games per week (minimum: 7 hours a week), b) duration of interest in computer games (minimum:1 year).High level of achievement motivation focused on ego for players was discovered. There is no relationship between level of achievement motivation and amount of playing computer gamens. However, heavy players scored lower at both components of achievement motivation (ego, task) than other players.
Eysenck's typology of personality of computer games players
Vaculík, Martin
This study is focused on personality traits of computer games players. The Eysenck's personality questionnaire (EPQ) was used. Differences in psychoticism and extraversion between players and non-players were found. Adolescents who play computer gamees were significantly more extravert and got lower score on psychoticism scale than non-players. Results indicate that heavy use of computer games is associated with higher score on psychoticism, neuroticism, crime and addiction scale.
Význam informace a komunikace v procesu interakce reálného a virtuálního světa
Chaloupka, Jan ; Rosický, Antonín (advisor) ; Šubrta, Václav (referee)
Práce se zabývá významem informace a komunikace v procesu, kdy se virtuální svět stává reálným světem. Rozebírá tak význam lidského faktoru, vazeb mezi účastníky komunikace a význam přenosových médií. V souvislosti s tím je zmiňován i význam znaků či metody sdělování informací, které slouží k přeměně virtuálního světa v reálný. Na základě empirických údajů a teoretických poznatků pak autor určuje obecné faktory, které ovlivňují změnu virtuálního světa v reálný.

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