National Repository of Grey Literature 217 records found  beginprevious21 - 30nextend  jump to record: Search took 0.00 seconds. 
Representing Death in Contemporary Computer Games - the case of The Last of Us II
Valtonen, Veronika ; Švelch, Jaroslav (advisor) ; Houška, Jan (referee)
The work deals with the analysis of the representation of death in computer games, specifically in the case of The Last of Us II, a survival horror genre. The analysis notices the differences in the representation of death in games compared to real life, where games significantly downplay the subject of death, and at the same time death is the main game mechanics that rewards the player as a successful killer. Games can stereotype death in a harmful way, but the studied game is specific in that it does not contain these common stereotypes. The work analyses main and secondary characters in order to find out how they die and how their deaths differ from each other. Protagonists and antagonists are also point of interest, as their death is different therefore an appropriate subject to examine what the game is trying to convey. These differences will be further analysed in the work in the context of game mechanics and audio-visual representation. Narrative is the main aspect representing death in the game. The consequences of death are also part of the narrative, and the work will focus on the aspects of burial and mourning. To achieve the findings within the representation of death in the game world, the work will analyse characters perception of the death, specifically through their dialogues or...
Players View on Alternate Reality Games
Váňová, Anežka ; Švelch, Jaroslav (advisor) ; Fousek Krobová, Tereza (referee)
The thesis examines alternate reality games and their players. These games are distinguished by a specific form of narration called transmedia storytelling. This type of storytelling divides the game plot into many smaller pieces. Those reach players in the form of different media formats and through various media platforms. There are various puzzles and ciphers hidden within the snippets of the story. Players must solve them in hopes of getting along with the storyline. These tasks require a certain degree of cooperation between the participants, which commonly results in the formation of gaming communities. Players usually need only a smart device and an internet connection to be able to join the experience. The thesis aims to examine whether and how these games affect players in their daily lives, introduce the communities that arise during the games, and reveal the communication practices of its members. Finally, the thesis presents the roles that players take on themselves during the games and it shows the importance they see in the use of transmedia storytelling within alternate reality games. These games can have both positive and negative impacts on players' daily lives, although the represented positives outweigh the negatives. The gaming communities have two main functions, which are...
Computer games - a phenomenon in translation
Wicha, Lukáš ; Jettmarová, Zuzana (advisor) ; Švelch, Jaroslav (referee)
The topic of computer/video games and their translation has only recently attracted attention of translation scholars. The thesis aims at introducing the phenomenon as a legitimate topic of translation studies, presenting it as a specific and influential medium with an extensive user subculture. A description of the overall process of game localization, and specifically its practice in the Czech Republic are included. Lexical analysis of selected computer game reviews and online discussions is complemented with a questionnaire survey to reveal if and how computer games and game- focused articles influence the constitution of a characteristic sociolect and its usage outside the gamer subculture. Concepts used in intercultural and interlingual transfer of computer games are defined and compared with established terms in translation studies. A comparative analysis of original and Czech versions of two computer games is carried out to identify translation methods used in the transfer of culture- and language-specific elements in order to determine whether the process of computer game translation exhibits any specific features that may justify the introduction of new terms into translation studies. Specific features of computer games in translation are described and an analysis of several games...
News web site ČT24 and its virtual world : (distorted cartogram of the world in 2009)
Zajícová, Radka ; Končelík, Jakub (advisor) ; Švelch, Jaroslav (referee)
Diploma thesis "News web site ČT24 and its virtual world" deals with how this Internet medium constructed the picture of the surrounding world in 2009. The thesis proposes theoretical approaches, as for example social construction of reality, agenda setting or world system theory. Practical research is presented in the second part of this thesis. The research is aimed at the content analysis of foreign news of the Portál ČT24 in 2009. The research examines which countries Portál ČT24 included to the flow of news and which ones didn't. The research also investigates how much space each country got in foreign news in Portál ČT24. The final result of this work is cartogram of the world. There it has been demonstrated how Portál ČT24 saw the surrounding world in its news in 2009.
Journalist as a user of social networking site Facebook: self-expression and professional ethics
Peterová, Barbora ; Švelch, Jaroslav (advisor) ; Jirků, Jan (referee)
The Facebook social network has become quite a phenomenon in recent years. Now journalists have profiles there, both on private and "fan" pages, i.e. pages started by someone else for promoting the person in question. In connection with this, we encounter a new ethical issue-the journalist's statements on this social network. Some media-or their editors-in- chief-have already reacted to this phenomenon by issuing a set of rules of behavior on social networks. Yet there were a few cases (not just on the Czech media scene) where a journalist's unethical statement on the Facebook social network was criticized. The aim of this thesis is to determine whether editorial staff of printed newspapers and television channels have rules for journalists' statements on the Facebook social network, whether editors-in-chief check if these rules are complied with and whether the journalists themselves try to comply with existing rules, or set down their own code as to the subject and manner of their expression on the social network. Another issue is, of course, how many of the journalists surveyed have their own profile on the Facebook social network, or how many of them had their profile pages started by their fans. In my thesis, I would also like to at least suggest an answer to the question to what extent is the...
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.
Translation standards in amateur and professional feature film subtitling
Hnyk, Tomáš ; Jettmarová, Zuzana (advisor) ; Švelch, Jaroslav (referee)
This thesis focuses on translation norms of professional and amateur film subtitles. Adopting a descriptive approach, it first tries to establish recommended and actual technical and linguistic norms of translated film subtitles. Then, based on 109 films and corresponding 133 amateur and 101 professional subtitles, it quantitatively investigates which technical norms are actually upheld. The result is that actual technical norms of both groups are markedly different from the recommended ones and also slightly different from each other. Last, it qualitatively compares one amateur and one professional subtitles. Keywords: audiovisual translation, subtitling, amateur translation, fansubbing, translation norms 1
Czech Blog Transformation: From Private Notes to One Part of The Czech Journalism
Stratilík, Ondřej ; Čermák, Miloš (advisor) ; Švelch, Jaroslav (referee)
3 Bibliografický záznam Stratilík, Ondřej: Transformace části domácí blogosféry z formy osobních záznamů do jednoho ze segmentů české žurnalistiky, Praha, Karlova Univerzita, Fakulta sociálních věd, Institut komunikačních studií a žurnalistiky, 2011 Počet znaků: 121 023 Anotace: Má diplomová práce se prioritně zaměřuje na dnešní podobu a využití části blogů v rámci českého internetu. Zaměřuje se však i na jejich vývoj ve světě i v České republice, jejich autory, internetovou žurnalistiku, její amaterizaci a rozvoj blogů pod hlavičkou zavedených médií. Důležitým bodem je i spor klasických médií a takzvaných nových médií, za jejichž rozvojem stojí rozšíření internetu. Jak na tento fenomén klasická média zareagovala a jak se mu podřídila. Hlavním materiálem jsou výzkumy mezi českými novináři, firmami a administrátory blogů, které mají zjistit, zda se blogy v roce 2011 používají i jako zdroje informací, nástroje k firemní propagaci a PR a jak se vlastně z běžného uživatele internetu může stát bloger. Výzkumy tedy mají potvrdit či vyvrátit tezi, že blogy nepřinášejí témata vhodná už jen pro okruhu jejich stálých čtenářů a diskutérů, ale že jsou dostatečně atraktivní i pro redaktory českých médií, a stávají se tak součástí české žurnalistiky a mediálního trhu. Diplomová práce by měla dokázat a popsat proces, v...
Social and cultural status digital entertainment
Vnouček, Petr ; Švelch, Jaroslav (advisor) ; Nečas, Vlastimil (referee)
This work uncovers perceptions of the Czech society concerning cultural and social role of a digital entertainment (computer games and videogames) as a relatively new interactive media form. The author tries to verify validity of a presumption that the digital entertainment is an object of a cultural stigma that was formed by combination of various factors which are closely specified in the work. According to the author, present perception of the digital entertaiment in society is formed by a media panic that repeated itself regularly in the course of history. Amongst other significant determinants one can find certain stereotypical viewes, efforts of a ruling class to sustain status quo and struggle of various social groups over cultural dominance which leads to hierarchization of cultural tastes. Suggested cultural stigmatisation of the digital entertainment probably leads to a social stigmatisation of players, who submit to social pressures and often adapt their behaviour to general tastes. Essential part of the work is formed by a research based on qualitative and quantitative data collected from teachers and gymnasium (high schools) and elementary school students. The research supports a presumption that the negative view on the digital entertainment is subject to specific generational...
Death in the media discourse: the case of the missing Malaysia Airlines plane
Brezík, František ; Švelch, Jaroslav (advisor) ; Hladík, Radim (referee)
The diploma thesis "Death in media discourse: the case of the missing Malaysia Airlines plane" inquires into the case of the disappeared flight MH370 from Kuala Lumpur to Beijing. The flight has been mapped in Czech press as well as online newspapers from the perspective of death based on a subjectively composed qualitative method of grounded theory and discourse analysis. In the unprecedented tragical event, death is being constructed in a specific way in the context of media discourse. Hence, the allegoric character of epistemology and constructivist paradigm plays an important role here. The theoretic reflection describes the context of the relation between media and the topic of death. The abundance of topics in media associated with death is considered a symptom of a particular demand from society. The media increase the general tolerance towards images of death and violence, thus impacting character of such displays. In the reflection of the mental background, the character of perceiving death in a secularised society is denoted as metaphorical. In the research part of the thesis, discursive patterns are introduced. From them, we may understand what values associated with death are socially important and in what way does death appear and construct itself in the media. What is important here...

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