National Repository of Grey Literature 77 records found  beginprevious58 - 67next  jump to record: Search took 0.00 seconds. 
Gamers fighting depression - Strategies of video game players against feelings of depression
Ováry, Šimon ; Šalanda, Bohuslav (advisor) ; Vávra, Martin (referee)
This thesis examines the motivation of players of video games for their playing, and the strategy of these players for overcoming feelings of depression, using the methods of grounded theory. The first part deals with the approach of sociology and selected studies towards the issue of video games and mental disorders, to which I then relate the findings of my own research at the final chapter. In the second part of this work I present what methodology has been used and how. In the final part I lead a discussion about the findings and outcomes of my research.
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)
History in computer games: case study on "Valiant Hearts: The Great War"
Šindelář, Jakub ; Matějka, Ondřej (advisor) ; Kozák, Kryštof (referee)
This thesis is a case study analysis of the visualization of history in computer games. The analyzed game, Valiant Hearts: The Great War, was published by the French company Ubisoft in 2014. The game is set in The First World War and was developed in cooperation with The Centenary Parnership Proram. The main goals of the thesis are following: First, determine if the vision of history in the game reflects the current paradigms of French historiography of The First World War. Second, to identify and to interpret particularities and deformations in the way the game recreates history. The first, theoretical chapter presents the phenomenon of The First World War in the French context, the study of computer games and the methodology of the analysis. For the analysis I have created my own methodology which combines various approaches used elsewhere. Chapter 2 contains the analysis, which is further structured into the analysis of the story from the perspective of the main characters and locations (2.1), analysis of the object inventory and the in game miniencyclopedia (2.2), and the analysis of game's style and form -the graphic and audio style, along with the issue of player freedom (2.3). For greater clarity, the parts of the game are referred to through it's subchapters. The results of the analysis...
Remediation of woman - comparison of movie and videogame.
Nový, Luděk ; Hanáková, Petra (advisor) ; Bláhová, Jindřiška (referee)
This paper attempts to prove how the displaying of female characters in video game can remediate film's way of their representation. My starting point for comparison is the theory of Laura Mulvey. The displaying itself and the influence of narrative on representation of female charactes were analyzed from the perspective of feminist analysis. The paper tries to point out the ways and pleasures that govern the display of female characters and how they are transformed in the transition between different media. It was successfully proven that video games not only follow the practices of the film medium, but they also further develop them in their own way. Remediation reveals different cultural dynamics in the development of displaying female heroines in film and video games. It also proves that phallocentric paradigm is still prevailing. Powered by TCPDF (www.tcpdf.org)
Representation of opponents in first-person shooter video games
Štěpánek, Adam ; Švelch, Jaroslav (advisor) ; Švelch, Jan (referee)
Work focuses on representation of opponents in first-person shooter video games. It aims to discover tools, which developers of video games use to choose specific enemies for their games and in which way they present them. First-person shooters are used for this purposes because players have closest visual contact with opponents in this genre. The aim of this work is to describe most typical opponents in video games and to find out why this exact enemies are usualyy the most portrayed. Special attention is paid to video games which used original attitude for creating enemies. Work than focuses on most frequent stereotypes in opponents presentation, mostly racial and national, which are used by developers and what function they have. Than it gives room for critics of such stereotypes and tries to estimate if these critics can result in some changes in the future. Video games which created controversy by representation of specific enemies are subject of next topic. These games often put players in position of moral dilemma. On the base of research from literature and analysis of video games this work focuses on main reasons of representation of concrete enemies and what emotional impact it can have on players.
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.
Virtual death in video games
Štěpánová, Petra ; Švelch, Jaroslav (advisor) ; Vochocová, Lenka (referee)
The topic of this thesis is virtual death in video games. In theoretical part, the concept of avatar (player's agent in the game world) is defined, concerning the relationship between player and avatar as well as the main characteristics of the avatar. The aim of the theoretical core of this thesis is to introduce virtual death; because of various expressions of death in many games, it is difficult to describe virtual death generally. Virtual death, which is compared also to the real death, is revealed as a communication of player's failure. What can not be separated from virtual death is the instant resurrection of the avatar, and also the means how to avoid virtual death. The practical part of the thesis offers a close reading of the computer role-playing game Planescape: Torment, focusing on the theme of death. Unlike most mainstream games, Torment presents the player with sophisticated perspectives on the matters of life, death, immortality and responsibility. Even the high-order goal of the main character (which becomes the goal of the player as well) is to gain knowledge about himself and then willingly die. This stands in a sharp contrast to usual narratives, forcing the player to suppress the life-saving reflex and let his avatar die in the end. The comparative method is used to identify...

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