National Repository of Grey Literature 272 records found  beginprevious261 - 270next  jump to record: Search took 0.00 seconds. 
Drug addicition as a result of not properly using leisure time
KOHOUTOVÁ, Jana
The work deals with relationship between poorly used leisure time and drug addicition. It is theoretical and it is based on studies from the Institute for Criminology and Social Prevention. This work explains aspects of leisure time and its use. It describes the facts which may leisure time and selected activities affect. It describes drug history and reveals the problems of addiction. It tries to explain the causes and consequences that drug addiction brings. In particular, it deals with children and youth addicitons. Last part reveals some of the leisure time activities that have an impact on drug use. The result of studies that have been done by the Institue for Criminology and Social Prevention is clear that among these activities that include dance, mostly electronic music and virtual reality may incerase drug addiction.
The Internet and social networks as a way of spending leisure time in secondary schools
KABÁTOVÁ, Eliška
This thesis deals with the problem of spending free time by students at the second grade of primary schools. Its aim is to find out whether the Internet and social networks have a major impact on leisure time of these pupils and whether these pupils are aware of the risks associated with the use of the Internet. The first part is divided into chapters that seek to clarify the area of leisure time, its functions, determinants and factors affecting the form of leisure time activities. At the same time, there is a summary of the sphere of media, the Internet and social networks that significantly affect people's lives. The second part is devoted to the questionnaire survey carried out among pupils at the 8th and 9th grade at primary school in Lhenice and 3rd and 4th grade students at grammar school Jírovcova in Ceske Budejovice. The research results are presented in tables and graphs. The appendix contains additional pictures that add the text of theoretical part of the thesis as well as a model questionnaire submitted to the respondents.
Children, youth and use of Facebook
MARVANOVÁ, Eva
This bachelor´s thesis deals with the attitude of children an teen-agers to a social network called the Facebook. It tries to find out whether children and teen-agers use the Facebook in their free time an whether they realize this risks connected with its using. The thesis is divided into a theoretical part and a parctical part. In the teoretical part there are defined terms like children, teen-agers, a free time, an internet, cyber-bullying, a virtual world and a virtual reality and the Facebook is not missing, of course. There are also described the risks, that the Facebook can bring with its using. The practical part is occupied by research. The results of the research are an interpretation of spending children´s free on Facebook and of the risks, that can be occured by using the Facebook.
Virtual Worlds
Novák, František ; Pokorný, Pavel (advisor) ; Kubátová, Jaroslava (referee)
The bachelor's thesis is focused on highlighting the development of virtual worlds. The paper summarizes the evolution of virtual reality. Current virtual worlds are compared in fundamental aspects, such as sociology, economics and education. Social sphere describes the interaction in virtual reality and its specialities. Economical sphere is focused on comparison of real and virtual economies, including their economic indicators. Educational sphere describes the sciences, which are best useable in virtual reality. In each category is compared the Second Life and the largest MMORPG today. Further are monitored possibilities of virtual reality for academic purposes, particularly for economic education. It is also evaluated using the general suitability of virtual worlds for teaching and specialized economic simulators on the other hand.
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.
The Psychology of Computer Use in Relation to the Age of Users
ŽIŽKOVSKÁ, Markéta
This thesis discusses the usage of computers in different age periods of human life. It is focused also on educational process. It mentions software and attitude of pedagogues towards the new educational methods. Important for school education is family and communication with it, therefore the foreknowledge of parents is mentioned. Since this thesis covers also the adult population, a part of this thesis attends to ergonomics of computer workstation. Not only healthy people need and use technical. Devices helps the handicapped ones. In this thesis activities which help better education are mentioned or better socialization of handicapped people. Important part of this thesis covers the health problems and dependencies, which may occure after long-term computer usage. An important part of this thesis is the free time which got also its space herein. The conclusion of this thesis covers the internet and its specifics in adolescents and a general virtual reality reception.
Analysis of social behaviour of individuals in virtual networks
Lukavská, Zuzana ; Pstružina, Karel (advisor) ; Řepa, Václav (referee)
This thesis deals with the comparison of users' behaviour in virtuality and in reality. The thesis is divided into two interrelated parts. I'm analyzing participants' behavior according to results from our own research in chosen social network. I'm comparing the results with other scientific works and putting them into context with theoretical knowledge. I'm looking for conjunctions with reality, focus on the differences and trying to explain different behaviour of users of social networks. The theoretical part gives a comprehensive overview of the concepts of virtuality, social network and virtual world. It provides an overview of the potential danger lurking in the virtual reality, focusing on children, because for them is virtuality already a natural part of life, and they are also because of their credibility very vulnerable. It also deals with the meaning of the concept of friendship, which has in the virtual world a bit different meaning. It also examines the behaviour of individuals in various situations in a virtual environment and looks for reasons why people change their image, why they behave aggressively, and whether their virtual behaviour influence their behaviour in reality. I'm analyzing the differences between virtual and real communications and the influence of the increasing tendency of using virtual means of communication for real communication.
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.
Psychological aspects of communication in social networks
Štěpánovský, Petr ; Hubinková, Zuzana (advisor) ; Kašparová, Eva (referee)
Main aim of consideration in this thesis is communication in social networks. In theoretical part is its reader informed about meaning of words virtual reality, social networks, and about their individual specifics during communication via Facebook platform. The depth interviews in practical part of this thesis are used for research on motives, which affect individuals in direction of joining and active using of social networking account. The separate depths interviews are done with representatives of each Facebook member groups. The groups are differentiated by age and opinions on Facebook using. The main contribution of research is verification of evident and latent motives, which influence people in the field of joining Facebook community.

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