National Repository of Grey Literature 77 records found  beginprevious21 - 30nextend  jump to record: Search took 0.01 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...
Quality of Life of MOBA Video Game Players: Questionnaire Survey
Bártek, Jonáš- Jan ; Vondráčková, Petra (advisor) ; Vacek, Jaroslav (referee)
Background: Gaming is becoming more of a popular leisure time activity. "Multiplayer Online Battle Arena" (MOBA) games have become one of the most played video games in 2022, MOBA games became even more popular than one of the most reaserched genre of games, "Massively Multiplayer Online Role Playing Games" (MMORPGs). Some authors state that MOBA games have the biggest potential for becoming addictive for it's players. However, reaserch does not show the magnitude of playing popular MOBA games on the quality of life of it's players. Objectives: The main goal of this work was to find out the relation between the quality of life and playing MOBA videogames - to figure out how the quality of life of MOBA game players differs from the quality of life of standart population, to find out how the quality of life differs according to their potential hazardous gaming or addiction to gaming, and to find out how the quality of life of MOBA games players differs regarding the time spent playing MOBA games. Methods: Respodents filed in a questionnaire, which was accessible on social networks in online communities of MOBA games players. The sample consisted of 571 mainly Czech players of MOBA games with the average age of 21,7 years. The quality of life was measured with SQUALA (Subjective QUAlity of Life...
The Influence of Distance Learning on Dependence of Children on The Internet
JANOUŠKOVÁ, Jana
The bachelor's thesis focuses on how long-term online learning affects children and young students' time spent online. In the theoretical part are the findings on addiction itself, social networks and other typical activities for spending time online in distance learning as well as distance learning itself is presented. The content of the practical part focuses on a quantitative research study. The chosen method of data collection is a questionnaire survey aimed at primary and secondary schools. From the acquired data, it is concluded how much distance learning has affected the time spent on the Internet before and now in distance learning.
Representation of female characters in videogames inspired by the Victorian era on the example of Dishonored and Dishonored 2
Smoliankina, Sofia ; Šindelář, Jakub (advisor) ; Matějka, Ondřej (referee)
In my thesis, I study the representation of female characters in videogames inspired by the Victorian era. Videogames can be considered a form of audiovisual media wherein it is possible to depict both the historical period and the perspectives of contemporary society on it. For the analysis, I use literary sources on the subjects of neo-Victorian era, the development of gaming community, as well as the position of women in it. Using this theory and relevant context, I analyse the female characters in Dishonored (2012) and Dishonored 2 (2016). I focus on the role that the main and secondary female characters have played in the storyline, how their position has changed within the franchise. The analysis is carried out in the context of the changes in the modern gaming community, it also analyses how conflicts within it (i.e. the "GamerGate" incident) could contribute to the changes in the video games themselves. The purpose of this thesis is to show how norms and values at the time when the historical media representation was created have an impact on the portrayal of the past. Using the concept of homosocial relationships, which characterizes the "closed male world" of the Victorian era, I investigate how the role in the storyline and the number of female characters has changed in Dishonored 2...
Video game playing as a risk factor in adolescence?
Lysý, Jan ; Nekola, Martin (advisor) ; Vondráčková, Petra (referee)
Diploma thesis "Video game playing as a risk factor in adolescence?" deals with actuality of risks for children and youth linked to video games. This topic is currently intensively disscused because of cases of high school shootings. There are concerns that violence in video games is connected to rising of children and youth violence. Another risks refered to video games are addiction and obesity. This diploma thesis deals with these risk too. Goal of this thesis is find out if these risks are real and how great is influence of video games on addiction and obesity. Important topic in this thesis are parents. Parents are important participants who can oversee content of video games played by children and influence amount of time, which children and youth spend by playing of video games.
RPG as a narrative medium
Slavík, Petr ; Švelch, Jaroslav (advisor) ; Hrdina, Matouš (referee)
This bachelor's thesis deals with narrative in video games, specifically in RPGs and its "hybrids". Theoretical part presents selected concepts of game studies and narratology, which are used as a base for a possible method of analysis in the practical part of this paper. This method is demonstrated using four examples to form four short case studies.
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...
New Trends in Computer Games Monetization
Švrkala, Marek ; Šisler, Vít (advisor) ; Švelch, Jaroslav (referee)
This diploma thesis deals with the new trends in the monetization of the video gaming industry with emphasis on crowdfunding, free-to-play model, selling games by "pay what you want" bundles and sales on Steam and other digital distribution stores. The purpose of this diploma thesis is to describe how the players on personal computers react to these trends in the Czech Republic. First, the situation in Czech gaming industry and the situation of players in the Czech Republic is described. Then, the new trends are analyzed thoroughly using foreign researches. The practical part analyses the effects of the new trends on Czech players with the results of an online questionnaire. First, the methodology is presented and subsequently the collected data is analyzed. Gradually, the thesis are answering the three research questions which are clarifying various aspects of how the Czech players respond to the new trends in the video gaming industry monetization. Powered by TCPDF (www.tcpdf.org)

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