National Repository of Grey Literature 217 records found  beginprevious144 - 153nextend  jump to record: Search took 0.00 seconds. 
Qualitative research of moral decision making in computer game Walking Dead
Heller, Jakub ; Švelch, Jaroslav (advisor) ; Krobová, Tereza (referee)
The focus of this thesis is research of interaction which takes place between players and computer games. Specifically on ethical and moral aspects of such interaction in which the players are required to make moral decisions that in any way affect the progression of the story, shaping of the virtual world, or have any other effect on the in-game narration. The goal of this text is to describe context in which such moral decisions are made and factors that influence them. The theoretical part of this thesis has the form of a summary of relevant game studies topics, which influence the moral decision making issue. Research was conducted on a group of ten respondents, who played The Walking Dead game and who shared their experiences by answering questions concerning moral decision making. The gathered data was thereafter analysed using a grounded theory method, which allowed me to identify and contextualize the researched phenomena. The main output of this text is the grounded theory itself and the answers provided by its application in context with research questions.
Gramification and its practical applications through the use of tablets in the context of school education
Manas, Adele ; Wolák, Radim (advisor) ; Švelch, Jaroslav (referee)
This thesis examines the use of gamification principles in education, specifically where tablets are being used in the classroom. Individual chapters deal with explaining the concepts related to gamification, educational games and the specifics of implementing tablets into education. Their specific usage was examined through conversations with the teachers and students of Year 2 of a primary school, with the results being recorded in the research section. Research questions examined the theoretical concepts introduced in the first part of the thesis and centred around the theme of education via tablets. The types of tablet applications used were also investigated. When possible this thesis compares the views of teachers and students on the areas examined.
The Specificity of Digital Games and Their Communication in Growdfunding
Pecháček, Václav ; Švelch, Jaroslav (advisor) ; Strielkowski, Wadim (referee)
This thesis deals with a relatively new phenomenon of crowdfunding, specifically relating it to the computer games industry. It poses the question: What is the reason for the disproportionate success of computer games compared to other types of products? and clarifies the rules of crowdfunding and the current state of the computer game industry. It analyses computer games as a medium and also their publicand among all these elements tries to identify those relevant for crowdfunding success and unique to computer games. Furthermore, it deals with crowdfunding campaigns with the specific focus on computer games campaigns. The final part of this work focuses on the crowdfunding of Czech computer game projects and in the form of case study examines three specific campaigns that were successful either on the Startovač.cz or the Kickstarter.com webpage. These three games are Brány Skeldalu from Napoleon Games, Dex from Dreadlocks Studios, and Kingdom Come: Deliverance from Warhorse Studios. These projects are very different and the goal of this work is not to directly compare them, but examine through them the extent of adaptation of the Czech computer game scene to the new global trend with the potential to cause far- reaching changes in the whole computer game industry.
Live streaming of computer games in the Czech republic: a qualitative study
Válek, Jiří ; Švelch, Jaroslav (advisor) ; Švelch, Jan (referee)
This thesis focuses on the phenomenon of live-streaming of computer games in the Czech Republic. This thesis is based on an approach of online ethnography and tries to describe what meaning do the producers of content (who are labeled as performers in this thesis) ascribe to streaming, what are their motivations to stream, how they present themselves on the streams and what is the content of those streams. The live-streaming of computer games in this thesis is put into context of user-generated content. The main part of this thesis is a qualitative research realized through an online observations of streams and through interviews with the performers, who stream on the streaming service Twitch. The findings show that streaming is entertaining and time passing activity for the performers, but also a form of a social contact. Some motivations of the performers include the satisfaction of their viewers and recurring contact with them. There were no financial motivations involved among the performers. Performers mostly do not stylize themselves into any specific role, however some of them do take on themselves the roles of teachers, who teach their viewers to be a better gamer, or the roles of entertainers. During the stream the performers mostly put their attention to only a single game and also to an...
Development of on-demand portals. Netflix and his original programming extension.
Sládková, Magdalena ; Štoll, Martin (advisor) ; Švelch, Jaroslav (referee)
The aim of the thesis 'Development of on-demand portals. Netflix and his original programming extension' is to map the production, marketing and distribution strategies of Netflix, the largst on- demand platform in the world, in context with the current state of linear television broadcasting. It can be pressumed, that both the on-line distribution and original content programming of on-demand platforms will contitnue to grow. The thesis examines the programming of Netflix, in regard to other international platforms and also compares the business and marketing strategies of Netflix's biggest rival - cable television HBO. The last chapter reveals current environment of on-demand distribution in the Czech Republic, in contect with Netflix's expansion on the Czech market in the newt two years and its possible operation on local market.
The idea of autorship in the 21st century and the relationshim between fans and autorproduced content based on the reception of the final episode of the mass effect videogame series
Michal, Petr ; Švelch, Jaroslav (advisor) ; Reifová, Irena (referee)
In this paper, we look at a media controversy that took effect at the release of the third game of the Mass Effect videogame series. The fans hated the ending of the game and demanded the publisher change it, which later happened. The fans have thus been given a certain amount of power and influence that wasn't too standard. The first part of the paper deals with videogame theory - we talk about the expressive power of videogames and how it can influence people. With the help of Henry Jenkins and Pierre Lévy we then showcase several media theories which attempt to explain the relationship between the fans, authors and content. Central to this paper is a qualitative research of chosen internet forum posts where we have attempted to learn the reasons for the fans' outrage. In the summary, we summarize what we have learned so far and attempt to put it all together.
Narative struktur
Lišková, Tereza ; Kraus, Jiří (advisor) ; Švelch, Jaroslav (referee)
The topic of diploma thesis was to analyze the narrative structure and transmedia storytelling of Star Wars processed into a film by director George Lucas. The work is mainly focused on narrative analysis of both the original and more recent films and further analysis of transmedia narrative that makes Star Wars extend mainly into the field of literature and computer games. In addition to narrative analysis subject of the work was also the analysis of the fictional world where the story takes place. Another point of diploma thesis is to analyze transmedia narrative that makes the original Star Wars story transform into a books, computer games and more. The whole concept of Star Wars can be described as a modern narrative, moreover, whose stories are from the genre of science-fiction and take place in a completely fictional environment. During the analysis of narrative structures, author primarily used the classical theoretical literature about the narrative theory. For example the Morphology fairy tales from Vladimir J. Propp, according to which it is possible to extent the analyse of the original and other episodes of Star Wars. For analysis of transmedia storyteling was also used studies of Mary Laure Ryan, who discusses the possibility of altering the basic narrative in transmedia narrative. The aim of...
Progress in the representation of the LGBT minority in RPG videogames and accepting of queer topics by gamers and game-developers
Moravec, Ondřej ; Švelch, Jaroslav (advisor) ; Baslarová, Iva (referee)
Diploma thesis "Progress of representation of the LGBT minority in RPG-story-based PC games and accepting the homosexual themes by gamers and game developers" deals with new way of representation of LGBT minority via videogames. While traditional media as film or literature are able to narrate only by the linear way, with the development of RPG genre the new ergodic literature appeals. This style of narration has many ways which you can follow - and one of them is also the way of playing with LGBT character - the way which can be close for some other players. Work combines a few views on this problem - how does the language of videogames support such ideas? How game developers are interested in this matter? And what about the homosexual gamers - what do they want? This works also include the analysis of the video games, which changed the view on the representation of LGBT minority in videogames (Mass Effect I-III, Dragon Age I-II). The goal of this work is to offer the first compact text on this topic in Czech but even also in world context. Powered by TCPDF (www.tcpdf.org)
The growth of Nollywood against the backdrop of globalization processes in the media world
Černá, Jana ; Štětka, Václav (advisor) ; Švelch, Jaroslav (referee)
The Nigerian entertainment industry called Nollywood has for several years been one of the top audiovisual producers worldwide in regards to the volume of media produced. However, its market is to a large extent isolated from the dominant media flows, which has inspired interest for a detailed study of its role in the global cultural scene. The thesis is a theoretical treatise about the history and the present situation of Nollywood, which the author discusses in the context of the two seemingly oppositional paradigms of the globalization discourse: cultural imperialism and cultural globalization. To gather the most up-to-date and the most complex information, the thesis uses theoretical methods, such as the analysis, synthesis and comparison of the articles found in science journals and literature. The text is comprised of three main parts. After a brief introduction into the current situation in Nigeria and the historical development of its audiovisual media, the second chapter discusses the birth of Nollywood for the first time in the Czech academia, as well as its current production and distribution principles. In this part of the thesis, the focus is given to the description of the extent of Nollywood's influence in the world, including the Czech Republic, talking both about the audience size...
Changes of content of weekly Reflex under the influence of its editors -in-chief
Kuklík, Vladimír ; Němcová Tejkalová, Alice (advisor) ; Švelch, Jaroslav (referee)
The diploma thesis Content changes of Reflex weekly according to the influence of its editors in chief focuses on the changes which this Czech magazine has gone through from its founding in 1990 to 2013 - during these twenty three years the position of editor in chief changed six times, passing from one person to another. The development of this thesis was based on the supposition that each of the personalities has left their mark on the magazine and has influenced its content according to their experience and preferences. In the theoretical part, the thesis deals with history of the magazine, with changes of editors in chief, the publishers, visual aspects, with the composition of editorial team or magazine sections and also with magazine's direct competitors and the number of editions sold. The following chapter focuses on the theoretical context of the research and refers to the analytical part. Terms as neutrality, negativity and agenda settings are being defined here and the impact of commercialization on visual aspect of the print media is being discussed in this chapter as well. The next part is based on the quantitative content analysis and it examines magazine content in specific periods; both the first and last three months of each editor in chief's era. The analysis outcomes present...

National Repository of Grey Literature : 217 records found   beginprevious144 - 153nextend  jump to record:
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