National Repository of Grey Literature 139 records found  beginprevious21 - 30nextend  jump to record: Search took 0.00 seconds. 
Protection of Computer Games and Video Games
Brádlerová, Andrea ; Holcová, Irena (advisor) ; Křesťanová, Veronika (referee)
Protection of computer games and video games Abstract This thesis focuses on the phenomenon of video and computer games and their protection under intellectual property law, especially copyright law. It aims to provide a comprehensive assessment of the position of video games in Czech copyright law and an overview of possible protection regimes, while also reflecting on the current practice of the video game industry. The interpretation of the issue is introduced by the concept of video games as an interdisciplinary subject of research. The history of development of video games and their technical nature are also adequately addressed. The beginning of the discussion on the legal nature of video games is defined by a review of relevant legislation in the international and national context, where the role of harmonisation through European directives is particularly emphasised. The thesis then discusses the basic copyright concepts of national legislation and moves on to outline the breadth of possibilities for the concept of the video game in current copyright law, presenting arguments and considerations relevant to specific classifications of the video game as an object of its protection, supported by contributions from scholarly discourse. Attention is paid to the debate on the concept of the video game as...
Supporting language acquisition through computer games
RYTYCH, Matěj
This bachelor thesis focuses on the playing of computer games as a free time activity that is carried out in a digital environment that provides suitable conditions for acquisition of the English language and other non-linguistic knowledge or competencies. The theoretical part of the thesis is dedicated to the definition of a second language acquisition process, description of a video game structure and presentation of a concurrent academic research conducted on the educational potential of video games. The practical part of the work is realized through the semi-structured interviews led with advanced users of the English language on the topic of educational benefits gained from playing video games and the possibility of implementing commercial video games into traditional school lessons.
Representing Death in Contemporary Computer Games - the case of The Last of Us II
Valtonen, Veronika ; Švelch, Jaroslav (advisor) ; Houška, Jan (referee)
The work deals with the analysis of the representation of death in computer games, specifically in the case of The Last of Us II, a survival horror genre. The analysis notices the differences in the representation of death in games compared to real life, where games significantly downplay the subject of death, and at the same time death is the main game mechanics that rewards the player as a successful killer. Games can stereotype death in a harmful way, but the studied game is specific in that it does not contain these common stereotypes. The work analyses main and secondary characters in order to find out how they die and how their deaths differ from each other. Protagonists and antagonists are also point of interest, as their death is different therefore an appropriate subject to examine what the game is trying to convey. These differences will be further analysed in the work in the context of game mechanics and audio-visual representation. Narrative is the main aspect representing death in the game. The consequences of death are also part of the narrative, and the work will focus on the aspects of burial and mourning. To achieve the findings within the representation of death in the game world, the work will analyse characters perception of the death, specifically through their dialogues or...
Esports team as a tool of marketing communication
Zeman, Ondřej ; Koudelková, Petra (advisor) ; Halada, Jan (referee)
The thesis Esports team as a tool of marketing communication describes the phenomenon of electronic sport and its possible usage as a tool of marketing communication. The goal of the thesis is to describe possibilities that can be used by brands to reach a new relevant audience - gamers or fans of competitive gaming. The first part of the thesis, the theoretical chapter, focuses on describing terms from gaming or esports. That should help to understand the environment and audience of this kind of communication. The history of esports, main social media, and platforms or games are described there as well. In the analytic part, the thesis focuses on case studies of the esport team eSuba and their impact on client's marketing communication in 2021 and it also analyses interviews with selected representatives of esports organizations. In the end, the thesis should be a recommendation for communication experts who want to use the esports team to promote the brand.
Third Person Roguelike Game in Unity
Moudrý, Daniel ; Kapinus, Michal (referee) ; Milet, Tomáš (advisor)
The thesis comprises information about the creation of a third-person roguelike computer game in Unity game engine. At the beginning the work explains what the game is about, then the work describes the principles of the games functioning and then the implementation in Unity game engine itself in the C# programming language.
Displaying history in serious games and computer simulations
Fixl, Matěj ; Olšáková, Doubravka (advisor) ; Hlaváček, Jiří (referee)
The diploma thesis aims to analyse problems as well as strongpoints of particular design and narrative approaches used in serious computer games and simulations, and doing so in view of the current interpretation of applied historiographical themes and their influence on formation of collective memory. Suggestions for development of new programs will be a part of the presented work.
Computer games - a phenomenon in translation
Wicha, Lukáš ; Jettmarová, Zuzana (advisor) ; Švelch, Jaroslav (referee)
The topic of computer/video games and their translation has only recently attracted attention of translation scholars. The thesis aims at introducing the phenomenon as a legitimate topic of translation studies, presenting it as a specific and influential medium with an extensive user subculture. A description of the overall process of game localization, and specifically its practice in the Czech Republic are included. Lexical analysis of selected computer game reviews and online discussions is complemented with a questionnaire survey to reveal if and how computer games and game- focused articles influence the constitution of a characteristic sociolect and its usage outside the gamer subculture. Concepts used in intercultural and interlingual transfer of computer games are defined and compared with established terms in translation studies. A comparative analysis of original and Czech versions of two computer games is carried out to identify translation methods used in the transfer of culture- and language-specific elements in order to determine whether the process of computer game translation exhibits any specific features that may justify the introduction of new terms into translation studies. Specific features of computer games in translation are described and an analysis of several games...
Mythic structures and religious motives in the universe of StarCraft computer game series.
Michalič, Robert ; Kostičová, Zuzana (advisor) ; Petříček, Miroslav (referee)
The goal of this work is to provide the reader with an interpretation of races, factions and storyline of the Starcraft game series universe from the perspective of religious studies and to set its results into context of modern spiritual beliefs collectively called New Age. First part of the work analyzes narrative elements which are found in races and factions of Starcraft univerze and reaches the conclusion that through them the game operates with religiously relevant classification categories of purity and dirtiness, order and chaos. The second part utilizes these results in an analysis of narrative structures understood as relations and interactions between particular races and factions, and shows that categories of order and chaos/purity and dirtiness are functionally analogous to Victor Turner's categories of structure and anti-structure. Conclusion of this analysis claims that Starcraft thematizes the problem of one's oppozite's prevalence over the other. The third part summarizes conclusions of both previous parts, gives examples of order/chaos relations in historical religions and shows how narrative structures present these beliefs as problematic. Subsequently this work points out the identical beliefs celebrating the balance between opposites found in New Age, tries to explain the...
Social and cultural status digital entertainment
Vnouček, Petr ; Švelch, Jaroslav (advisor) ; Nečas, Vlastimil (referee)
This work uncovers perceptions of the Czech society concerning cultural and social role of a digital entertainment (computer games and videogames) as a relatively new interactive media form. The author tries to verify validity of a presumption that the digital entertainment is an object of a cultural stigma that was formed by combination of various factors which are closely specified in the work. According to the author, present perception of the digital entertaiment in society is formed by a media panic that repeated itself regularly in the course of history. Amongst other significant determinants one can find certain stereotypical viewes, efforts of a ruling class to sustain status quo and struggle of various social groups over cultural dominance which leads to hierarchization of cultural tastes. Suggested cultural stigmatisation of the digital entertainment probably leads to a social stigmatisation of players, who submit to social pressures and often adapt their behaviour to general tastes. Essential part of the work is formed by a research based on qualitative and quantitative data collected from teachers and gymnasium (high schools) and elementary school students. The research supports a presumption that the negative view on the digital entertainment is subject to specific generational...
Computer games addiction among pupils at second grade of selected primary schools
Zatřepálek, Jiří ; Vacek, Jaroslav (advisor) ; Vondráčková, Petra (referee)
The theoretical part of this thesis describes addictive behavior on the Internet and on- line games, the profile of the target group of students in primary schools in connection with a range of personality traits in terms of posing a risk of substance use. The purpose of the research thesis is the implementation of a questionnaire study on the prevalence of addictive behavior in using the Internet to play on-line games and identify links between this behavior and the various activities carried out on the Internet, sociodemographic characteristics, experience with substance use and risk factors for anxiety, hopelessness, search experiences and impulsivity. The basic set consists of all students 6 to 9 years of school districts in Kolin and Kutna Hora. The aim is to get around the 50 respondents showing signs of addictive behavior or threat of execution dependency behavior of the correlation study, the research file contains more than 600 pupils.

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