National Repository of Grey Literature 23 records found  beginprevious14 - 23  jump to record: Search took 0.01 seconds. 
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...
Self-presentation and social perception of young DRAG QUEENS in social media with special regard to Facebook, Instagram and TikTok networks
Kubánková, Tereza ; Fousek Krobová, Tereza (advisor) ; Švelch, Jaroslav (referee)
This diploma thesis of the self-presentation explores the aspects of self-presentation and social perception of a group of 5 selected drag queens. The thesis has a form of 5 case studies based on deep analysis of their profiles on Facebook, Instagram and TikTok, which are currently the most used social networks. The areas of interest in this diploma thesis were the visual presentation of their drag identity, the trends their profiles show in areas of make-up, wig or hair, costume and body position in which they are shown on their profiles. The second area of interest was the nature of the textual presentation and captions, use of hashtags and interaction with their audience. Third are of interest was the audience itself, whether it was supportive in terms of drag and LGBTQ+ community in general and the nature of the interaction with the audience. The results from the content analysis were then summarized and used as a basis for semi-structured interview based on the outcomes from the said content analysis. The focus of this thesis was the relation of their drag identity to their civil identity and how these identities interact on their profiles on social medial. The thesis claims that the shift of drag from club shows to everyday presence on social media positively affects the reception of this...
Current role-playing and role of mediation in the Czech Republic on example of Dungeons & Dragons
Motlová, Adéla ; Švelch, Jaroslav (advisor) ; Fousek Krobová, Tereza (referee)
This thesis examines the RPG game Dungeons & Dragons (D&D) and its players in the Czech Republic. Although, D&D is primarily a game that uses physical components such as paper character sheets or dice, technology has also found its way to it, which is no surprise because current world is full of new technologies. The aim of this work is to examine the motivation of players to play, what role mediation plays, what technologies are used in playing and what are the main differences players perceive in the case of face-to-face session and in the case of online session. Many different technologies are used in both cases. Research questions dealing with these topics are answered through semi-structured interviews with a total of eight players and two participant observations of a player group's session. The most important reasons to play are the social and creative aspects of the game - players play with others, with whom they often form long-term friendships, and enjoy creating and using their imagination to create unique characters, narratives and worlds. D&D is also a source of inspiration for them. The main differences in offline and online game are especially in sociality and opportunities for communication, which is related to the atmosphere and experience, which in the case of face-to-face game...
The image of housework in television advertising through gender perspective
Pozníková, Veronika ; Vochocová, Lenka (advisor) ; Fousek Krobová, Tereza (referee)
Stereotyping of male and female roles is currently the subject of many discussions in various spheres of society. Stereotypes are widely used in the advertising industry, where they aim to make it easier for potential customers to identify with the product and support the company's image. Choosing the right gender for a particular advertisement depends on the nature of the product as well as on the target group. Some product groups are more gender- differentiated than others. An exemplary group are household cleaning products. Related advertisements traditionally show female characters more often than male characters. However, the time when cleaning products were promoted exclusively by women is over and nowadays, men appear in these kinds of advertisements too. The growing number of characters who are portrayed in non-stereotyped gender roles in television commercials began to be discussed more prominently as early as the end of the 20th century. From a sociological point of view, the gender role is a set of socially defined behavioral norms, reflecting what society usually expects from a man or a woman. For this reason, the portrayal of characters in inverse gender positions that is a step in the right direction in the pursuit of greater gender equality in society. The aim of this work is to find out...
Media reflection of feminism in Czech weekly newspapers in 2019
Součková, Alžběta ; Fousek Krobová, Tereza (advisor) ; Osvaldová, Barbora (referee)
This bachelor's thesis deals with the image of feminism in Czech weekly newspapers during 2019. The thesis first focuses on the historical context and development of feminism in the Czech lands from the national revival and the struggle for women's social and political rights, through the establishment of the Czechoslovak Republic and the acquisition of suffrage and through the official and real position of women during socialism, up to the post-revolutionary and contemporary image of feminism in the Czech Republic and its presentation in the media. The work also defines the space for analysis, it defines weekly news magazines and briefly summarizes their content focus, readability and print load. The thesis tries to get an answer to the question whether feminism and related topics were presented mostly negatively in Czech weekly newspapers in 2019. The analysis of the text, based on keywords, selects articles devoted to feminism and then categorizes them according to the tone into groups as negative, neutral or positive texts. The analysis brings both the total number of articles that dealt with the topic in each of weekly magazines during one year, as well as their number in individual categories. The conclusion of the thesis will bring the results of the analysis, while negative, neutral or...
Gender aspect of playing video games
Fousek Krobová, Tereza ; Reifová, Irena (advisor) ; Fárová, Nina (referee) ; Černohorská, Vanda (referee)
This dissertation deals with various gender aspects of playing computer games. It describes how gender stereotypes are connected with the level of production, content, and with the players themselves. In this sense, it shows that games are still created mainly by homogeneous male teams, in order to attract male players, they contain mainly male characters, while the female ones are created to be attractive to these ideal male players. However, the primary goal of this dissertation is to describe the different ways and intensities of the relationship with the avatar, the playable character in the game. The analytical part consists of two illustrative case studies, one concerning female heterosexual players, the other male heterosexual players. The basic premise is the fact that the player "plays gender" - that is, performs it similarly to social reality. However, this performance is not just a reconstruction and confirmation of hypothetically stable gender identities, but on the contrary their deconstruction ("playing with gender"). In this sense, the work pays particular attention to situations where the player and the avatar have different genders and the heterosexual player, therefore, identifies with the avatar but also objectifies him/her. This dissertation aims to emphasize the uniqueness of...
Game of women. Transformation of main women figures and their social roles in popular TV series Game of Thrones. Qualitative analysis of seasons 1 to 7.
Hloucalova Maslova, Ksenia ; Vochocová, Lenka (advisor) ; Fousek Krobová, Tereza (referee)
The thesis represents image of female characters and their development in the popular TV series Game of Thrones. Based on qualitative analysis in this thesis it is being examined how visual image, personal characteristics and interaction within society are presented and developed on example of several female characters in these TV series. Seven women were observed in all already aired episodes of seasons 1 to 7. As a strategy of qualitative analysis grounded theory method was chosen, which helped to produce generalized categories and sub-categories of phenomena which characters have in common. In further chapters of this thesis interpretation of categories could be found with illustrations from analyzed episodes. Other important part of this thesis is the chapter, in which trends in characters' transformation and development in frames of mentioned categories are being identified.
Microtransactions and their influence over the design of digital games
Urazajeva, Regina ; Fousek Krobová, Tereza (advisor) ; Švelch, Jaroslav (referee)
This master's thesis describes the use of microtransactions in video games and their influence over the game design, player experience, and virtual goods presentation. The goal was to compare the titles that use different monetization methods (paid and free to play games) and different types of microtransactions (functional and cosmetic), and to identify which parts of those games could be influenced by microtransactions and how. The research focuses on five titles - The Witcher 3: Wild Hunt, Assassin's Creed: Odyssey, Anthem, Warframe a Path of Exile. The first part of the thesis summarises the historical evolution of monetization models used in video games and defines the terms microtransaction, micropayment, virtual goods, or loot box. It also contains a typology of microtransactions, describes their implementation methods, and possible consequences tied to their use. The second part focuses on the analysis of the chosen five games. The research used the following methods - analysis of my own gameplay and mutual comparison of each game. Each game was examined over the course of ten hours, in sessions about 45-60 minutes long - the gameplay was accompanied by video recordings of the gameplay, screenshots, and a journal that contained detailed information about each gaming session. The research...
Differences in the perception of female characters in various media versions of The Witcher
Štosová, Tereza ; Fousek Krobová, Tereza (advisor) ; Švelch, Jaroslav (referee)
The subject of this diploma thesis is the perception of female characters in various media adaptations of The Witcher from the perspective of audiences that show signs of fan affiliation. The research focuses on the two most recent adaptations, i.e. the third game The Witcher: Wild Hunt and the serie The Witcher on the Netflix platform. The research took the form of in-depth interviews with a total of nine participants and focused on the role, characteristics, relationships and motivations of female characters in order to find out how respondents perceive these areas in adaptations. The first part of the diploma thesis deals with the theoretical basis related to popular culture, audiences, game and film studies and gender in media. It also presents the world of The Witcher, the selected characters and the critique of adaptations. The next section of the thesis deals with the research methodology. The grounded theory was used as a method of work and multiple levels of coding and categorization were conducted. These categories are then presented in the empirical part of the thesis together with a demonstration of the respondents' statements followed by data interpretation and discussion. The main findings include that female characters play an important role in both adaptations from the audience's...
Oriana Fallaci and islam
Golasovská, Kateřina ; Osvaldová, Barbora (advisor) ; Fousek Krobová, Tereza (referee)
The thesis characterizes Oriana Fallaci's position towards Islam, Islamic culture and its society. The theoretical part consist of her biography and definitions of basic terms on this subject. The practical part pays attention to the research, where few selected passages from her work define her views and opinions. The practical part also briefly describes the context in which the Czech media wrote about Fallaci. Research has revealed that Fallaci is not a critic of the Islam but rather an advocate for values, like a democracy, freedom, critical thinking, and women's equality, that Islam often suppresses. Fallaci has been quoted in Czech media, however, her views and ideas were presented only on the surface, while the text translation contains many errors and conceptual mistakes.

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