National Repository of Grey Literature 24 records found  previous5 - 14next  jump to record: Search took 0.01 seconds. 
Závislost na internetu jako téma zdravotní politiky
GLASER, Vít
This thesis deals with internet addiction and how it is reflected by selected health policies. The first part offers an analysis of the addiction itself. Attention is paid to its subtypes - online game addiction, pornography addiction and social networks addiction. The typology of addicts, causes, methods of measuring, diagnostics and as well as the impact of human life. The second part offers an insight into how four selcted countries (or international institutions) respond to the treat of internet addiction. It follows an approach in two asian countries (China, South Korea) where considerable attention is paid to the issue, including some controversial methods such as re-educational camps or legal restriction on the playing time. And situation in the West where such steps have not yet been taken.
Anglicisms in online video games in Spanish and in Czech
DUDA, Jan
The objective of our thesis is to describe the topic of anglicisms in the on-line videogames area used by spanish and czech gamers, which are analysed in the practical part. The thesis is divided into two parts: theoretical and practical. The theoretical part includes the definiton of anglicisms, on-line videogames, the issue of anglicisms in this area and also the mechanisms of adaptation in spanish and czech. In the practical part we deal with the analysis of anglicisms from the internet page twitch.com and corpus Araneum Bohemicum Maius and Araneum Hispanicum Maius. After the analysis of every anglicism follows a bilingual glossary and a summary in spanish language.
Close Social Ties and their Role in Virtual
Burešová, Lucie ; Tuček, Milan (advisor) ; Mitrenga, David (referee)
This thesis deals with the functioning of virtual communities in relation to social capital of their members gained in this environment. The issue of virtual communities is embedded in a broader discussion about the form of community life in modern society and about the impact of new media on social behavior, individual identity and association. Attention is paid to linking the virval environment with the real environment through offline meetings and how this affects social ties between users and life of community. Based on the case study of specific community formed around game-literary server www.darkage.cz, thesis analyzes the influence of close social ties between users on the functioning of the community within its evolution in time.
Role-playing in massive multiplayer online games
Mikoláš, Michal ; Tuček, Milan (advisor) ; Buchtík, Martin (referee)
The author deals with MMORPGs, a special computer game genre. MMORPGs are designed to host simultaneous playing of a large number of people. The key topic is role- playing, which occurs when the players accept a fictional role connected with their avatar. The text also includes description of the terms avatar, guilds, synthetic worlds, games and online games. The basic premise of this theoretically oriented work is that role-playing is not a homogenous issue and takes different forms as a result of the server/guild game style choice. The author collected data in World of Warcraft game environment. He created an avatar which helped him to observe actions of others while taking "field notes" and recording the chat communication of the players. The author compared data recorded while playing in two differently oriented guilds, which helped to create and describe basic definitions and forms of role-playing in online games.
Addictive behaviour on the Internet
Vondráčková, Petra ; Kalina, Kamil (advisor) ; Viktorová, Ida (referee)
ADDICTIVE BEHAVIOUR ON THE INTERNET Petra Vondráčková Abstract: This doctoral thesis is about addictive behaviour on the Internet which is studied on three different levels: general population level (quantitative approach), and some of the results of this study are more described on a group level and an individual level (qualitative approach). First paper is a quantitative study which deals with addictive behaviour on the Internet on the general level by providing its prevalence in the general population in the Czech Republic and compares some of the results with those in Chile and Sweden. The second paper is a qualitative study which maps motivation of addictive behaviour on the Internet in the group of MMORPG players and the third article is a case study of the development of addictive behaviour on the Internet and its treatment. It has been found that in the general population in the Czech republic 3.7% of Internet users were at risk and a total of 3.4% could be described as having developed addictive behaviour on the Internet, that players of MMORPG with addictive behaviour on the Internet play in order to relaxation, self-realization, social contact and coping with boredom and motives for limiting online games were realizing one's absorption in the game, health reasons, impulses from the environment...
Technology and Society - Online Addictions
Sarbassov, Timur ; Baumgartnerová, Alena (referee) ; Smutný, Milan (advisor)
Cílem této práce je prostudovat problematiku závislosti na internetu. Samotná práce je rozdělena do 3 částí: úvod, hlavní článek a závěr. Úvod vysvětluje globální posuny v komunikační technologii a jejich negativní a pozitivní účinky. V hlavní části se zabývám některými typy závislosti na internetu a způsoby, jak s nimi zacházet. Závěrem jsem shrnul tezi o příčinných a souvislostních vztazích závislých na internetu.
The significance of symptoms of the conflict in close relationships of players in the diagnostics of online and offline gaming addiction
Kolitsch, Karel ; Vacek, Jaroslav (advisor) ; Vondráčková, Petra (referee)
BACKGROUND: Playing computer games is a favourite way to have fun since the end of the 20th century. The age of users rises together with the development of games and many gamers are nowadays middle-aged. Despite the growing number of research dealing with the issue of playing computer games, this phenomenon lacks a comprehensive definition and method of diagnosis. In some diagnostic tools, the conflict between gamers and a close person is the main and key criterion. AIM: The main aim of the research is to describe the symptoms of conflict in the close relationships of computer games players. A partial goal is to compare conflicts in close relationships in addicted or threatened by addiction gamers and non-addicted gamers. METHODS: The concept of the research is based on a qualitative research methodology. Respondents were recruited using the snow ball selection method and selected by targeted selection based on predefined criteria. The research sample consisted of 36 respondents. 18 were computer games players and 18 were close persons. All respondents took part in a semi- structured interview. The obtained data was analyzed using the pattern capture and comparison method. RESULTS: Symptoms of conflict in the close relationships of computer game players have been described by individual...
Cultural Evolution of E-sports: Content, Context and Culture
Straka, Václav ; Reich, Pavel (referee) ; Ellederová, Eva (advisor)
Tato bakalářská práce se zabývá problematikou eSportů a s nimi spojenými kulturními projevy. eSport je pojem popisující hraní videoher na profesionální úrovni. Cílem práce je popsat vývoj komunity eSportů a současný stav této komunity v zemích, kde jsou eSporty nejpopulárnější. Úvodní kapitola se zabývá a historickým vývojem eSportů a následným vznikem profesionální hráčské základny. Následující kapitola popisuje stav eSportů a přístup veřejnosti k nim v zemích, kde je profesionální hraní populární. Další kapitola pojednává o žánrech videoher specifických pro eSporty. Každý žánr je podrobně charakterizován na základě specifických znaků včetně uvedení příkladů konkrétních populárních her v daných žánrech. Práce dále pokračuje popisem profilu profesionálního hráče a procesu, jak se stát profesionálním hráčem. Kapitola také analyzuje generovou a rasovou problematiku v eSportech. Poslední část práce se zabývá kulturním rámcem videoher a kategorizací eSportů.

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