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Play Style of Girl Gamers
Rosendorfová, Johana ; Hrabec, Ondřej (advisor) ; Smetáčková, Irena (referee)
The goal of this bachelor's thesis is to contribute to further development of the concept of a play style of both male and female video game players, and to highlight the relevance of studying video games in relation to the female population. The target of this work was to uncover the play styles of adult female video game players, for which I propose approaching the play style as an element of the interaction process between the player and her environment (fellow male and female players and the general public). In the main part of the work I propose a contextual model of play style and arrive at a categorization of gender specific play styles and their relation to the concepts of agency and communion. The results were reached by in depth analysis of interviews with female video game players.
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Generating Side Quests for RPG Games From Hand-Crafted Building Blocks
Hromada, Tomáš ; Černý, Martin (advisor) ; Chrpa, Lukáš (referee)
Role-playing games (RPG) often contain side quests - shorter quests not related to the main story, to give the player the feeling of freedom and to let him choose his own path. For this effect to be good, there must be a large number of side quests in the game. Replacing hand-made quests with generated ones is one of the possibilities to make this task easier, however contemporary attempts at generating quests result in the quests being simple and repetitive. This thesis aims to explore a different approach to the problem, a system generating side quests from a set of hand-crafted building blocks. An abstract design and an implementation are described, along with the methods used for evaluating the implementation. The system was evaluated on a group of players, which rated the generated quests similarly to the hand-picked ones.
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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.
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Evolution of video games and their impact on society
Kováčik, Dominik ; Rujbrová, Šárka (referee) ; Šedrlová, Magdalena (advisor)
Cílem této bakalářské práce je poskytnutí struční historie videoher a analyzování jejich vlivů na společnost. Tato práce popisuje vývoj videoher od jejich počátku až po rok 2010 a také problémy, kterým museli vývojáři videoher čelit během příznivých i těžkých období. Také popisuje některé video-herní periferie a zaměřuje se zejména na virtuální realitu. Analýza vlivu videoher na společnost je založena na několika důvěryhodných studiích vedených odborníky, kteří jsou uznávaní ve svých oborech.
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The Body as an Interface
Kučerák, Michal ; Fulka, Josef (advisor) ; Češka, Jakub (referee)
MK: Telo ako rozhranie bakalárska esej Abstract: This bachelor thesis discusses the topic of body in video games in philosophical perspective. The main issues are: What is happening with the body of player during the play? How does this "works"? The essay itself contains definition of game as well, definition of video game provided by Juul and roots of video game itself as cyber culture (Levy) and technical image (Flusser). It shows the history and present of video gaming. The question whether the body will or will not play important role in the future of gaming is being discussed in Hansen's, Virilio's and Deleuze and Guattari's definition of body itself. The essay claims there are two ways of playing the video games through our body: active playing and passive playing. Key words: video game, body, active/passive, visual semiotics
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Shaping of Collective Intelligence in Cyberspace on the Example of Computer Games
Chaloupková, Šárka ; Marcelli, Miroslav (advisor) ; Charvát, Martin (referee)
The aim of the tehesis is to describe the formation of collective intelligence in cyberspace and focus on its use on the example of computer games. The idea is based on the works of Pierre Lévy, who believes that in the digital revolution is the value of the picture one of the most important. In this process plays an equally important role to increase the value of ideas, narratives, social communities and the development of new media tools and technologies. Along with that, in addition to the internal space of videogames (story progression, social interaction, building of the gaming space, gaming subculture, roleplay), shapes even the space beyond the game itself (transmedia storytelling, produsage - fan sites, content sharing, discussion forums). Thesis will be listed by concepts of collective intelligence, the progress of social memory, cyberspace and will be also inspired by other authors who works with collective intelligence, like Henry Jenkins, James Surowiecki or Derrick de Kerckhove. It should also provide an opposite view of the problem based on the work of opponents, which is eg. Cory Doctorow. Strategies and the use of the collective intelligence will be described by using the example of the specific games.
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Phishing in the gaming industry
Nguyen Van, Thanh ; Luc, Ladislav (advisor) ; Veber, Jaromír (referee)
This bachelor thesis deals with a currently major issue of cyber security, which is phishing. The study is also specific in that it is focused on the gaming industry, which is subjected to a detailed analysis. The first goal of thesis is to acquaint the reader with problems of security risks of phishing in general and in game related fields. To achieve this goal, in the introduction of the theoretical part of the work, the general problem of phishing with a view on historical development and expansion is presented. Furthermore is described topic of gaming industry, its trends of videogames and security risks of online trading. The second goal is to give future and existing Steam users an overview of common phish-ing attacks and countermeasures. To achieve this goal, in the analytical part of the work, a specific gaming platform in online trading and distribution of game is selected, Steam from Valve. In the practical part of the work, eight selected phishing attacks are conducted to brief analysis and completed into a final evaluation and countermesures of all attacks.
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The City of Robors (A Video Game)
Kohlová, Zdeňka ; Dvorský, Jakub (referee) ; Kögler, Žaneta (advisor)
Bachelor thesis titled City of Robots 2 (video game) deals with what all indie developer must to go through if developer wants to create his/hers own game without a larger team. Everything is demonstrated on the outputs of the game City of Robots 2. The result of such a demonstration is a game design document in which you can find the backlogs of the video games. It contains narrative, gameplay mechanics, concept art, flow chart, level design, final design of the game, screenplay, dubbing of the main character and a sound basis. Another output is the short game prototype.
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The position of video game industry among the creative industries in the Czech Republic
Roubíčková, Anna ; Kubaš, Mario (advisor) ; Hanzlík, Jan (referee)
The diploma thesis entitled "The position of video game industry among the creative industries in the Czech Republic" brings up a complex view on the Czech video game market. It has been created based on data acquired from numerous local and international scientific studies and also using interviews with selected representatives of the Czech video game market. It has turned out that the Czech video game industry builds up its economical position step by step. Its year-on-year turnover grows and thus gradually counts up to even larger portion of the return of cultural and creative industries. This happens spontaneously, without systematic support from the national or local governments. However, such a support is common in other European countries. Interested parties that play a part in the Czech video game market would be (according to conducted interviews) very interested in this kind of support, mainly in form of tax relief and the promotion of local developers abroad (which would also bring foreign investors into the country). Thus, the claim that the implementation of institutional support of Czech video game would solve its two most acute problems, is valid. All addressed representatives (coming from different segments of video game market) have confirmed that these two issues are the lack of financial and marketing support. In case these barriers of market development are removed, the process of growth of the Czech video game market as a strong member of the industry would speed up significantly. All abovementioned facts, along with other aspects of the problematics, are reflected in SOAR analysis that brings the thesis to an end.
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Analysis of business models in the gaming industry
Hejcman, Marek ; Koubský, Petr (advisor) ; Šimůnek, Martin (referee)
The topic of this thesis is to analyze the business models currently used in the gaming industry. The aim is to provide a comprehensive overview of the current economic situation of the industry, distribution channels, used technologies and business practices from the perspective of all market participants. The theoretical part is due to less frequent topic devoted to the description of all entities of gaming industry. It analyzes not only all the actors involved in the development of video games and their subsequent sale but also the technical tools used to play games and also the players themselves. Video games are divided into two main streams (hardcore and casual) which also determine the structure and analysis. The analytical part focuses on capturing the most widely used business models and their combination for the sale of the video games. Models are then categorized into two groups (goods and services) and represent two different approaches to pricing scenarios. For each business model describes the basic principle, its pros and cons, the factors influencing the successful implementation and an example of the use of the model in practice. The analysis also includes the socio-economic profiles of two major market segments. In conclusion, based on the current developments and current trends in the field across the gambling industry the work tries to predict the future development of business models and for video games respectively. the whole industry.
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