National Repository of Grey Literature 42 records found  beginprevious28 - 37next  jump to record: Search took 0.00 seconds. 
Growing old needs „good strong story“: perspective of narrative gerontology
Chrz, Vladimír ; Dubovská, Eva ; Poláčková Šolcová, Iva ; Hrabec, Ondřej
Our contribution summarizes a number of studies aimed at resilience and integrity in old age. As a unifying Framework, we use a supposition of narrative gerontology (W.Randall), that the good aging is a creative work and the „story we live by“. Narrative gerontology is a part of a more general approach in social sciences, which assumes, that our experience, thinking, acting or identity are construed narratively. The narrative approach enables the understanding of the fact that resilience or integrity in old age needs „good strong story“. The stories that provide continuity, unity, course, and meaning to our experience, can be studied utilizing various types of narrative analysis. Presented are the results of the research of resilience in old age, where we identified several story genres. These are enabling to live the successful life against various troubles, which are connected with old age.
Social aspects of modern board games
Jarůšková, Judita ; Hrabec, Ondřej (advisor) ; Klusák, Miroslav (referee)
The thesis deals with the theme of modern board games and the interactions of a small social group. The thesis is divided into two parts, theoretical and empirical. The theoretical part provides an introduction to the theory of play as such with a more detailed understanding of two play concepts. I also deal with the definition of board games and the differences between classical and modern board games. I devote more space to the modern board games with emphasis on three aspects, namely the social dimension of the play, the existence of the board as a meaningful game space and specific game material. The theory also includes the introduction of a method Interaction Process Analysis of F. Bales and a selected typology of group roles that are both used in the empirical part of the thesis. In the practical part is presented a research of qualitative methodology consisting of observation of three game groups during the part of a concrete modern board game (Dead of Winter). An audio record was taken from each observed game. The collected data was then encoded and processed according to the method of the Interaction Process Analysis and subjected to further analysis. The output of the work is mainly the characteristics of player interactions, the description of their group roles as well as the so-called...
Younger school aged children and their moral judgement
Havelková, Lucie ; Klusák, Miroslav (advisor) ; Hrabec, Ondřej (referee)
As the title indicates, our thesis focuses on the moral judgment of children. In analogy to the diploma thesis of Eliška Kuruczová, we as well used situations of social games and stories about lying and unfair authority. The main source for our thesis was Jean Piaget's The moral judgment of the child, published published in 1932, in which Piaget presented the results of his interviews with children. In his research, Piaget stated that moral judgment within dimension of game rules is more complex and requires higher level of orientation in moral issues. But Piaget considers games in general as a competition because of social organization and that's a meeting point where Eliška Kuruczová's bachelor thesis follows on. This thesis examines how different social organization of games influences moral orientation in the issue of games. Thanks to this thesis, which our thesis is based on, we could focus on other questions in Piaget's research that remained unanswered, eg. whether there is a link between the level of orientation in social games and the age of children, or what type of game social organization is the most / least difficult for children's orientation. For triangulation of our research on moral judgment development, we used stories about lying and unfair authority in our interviews. We tried...
Satisfaction and stability in a marriage: does it matter if you have met online or offline?
Kačena, Petr ; Hrabec, Ondřej (advisor) ; Lukavská, Kateřina (referee)
The master thesis looks at marital satisfaction and stability in Czech marriages between 2005 and 2015. The aim of the thesis was to find out whether meeting your spouse online or offline affects marital satisfaction and break-up rate (separation and divorce). The theoretical part of the thesis focuses on attractiveness, the characteristics of a good relationship, the development of marital satisfaction and existing research on online dating. A nationally representative sample of 316 respondents provided answers in an online questionnaire. The results indicate that one in three Czech marriages now begin online. Half of the online group met on an online dating site and 17 % on a social media site. When compared to those that began offline, "online marriages" were slightly less likely to end up in a marital break-up (31 % offline, 26,5 % online) and reported slightly higher marital satisfaction. However, none of these differences were statistically significant. The differences were higher when the online group was narrowed down to the ones who met on an online dating site and on a social media site but remained statistically insignificant. This group also retrospectively reported better fulfilment of their criteria for their life companion at the beginning of a relationship (p=0,041). In general, men...
The Impact of Playing Video Games on Social Relationships of Gamers
Kůra, Michal ; Lukavská, Kateřina (advisor) ; Hrabec, Ondřej (referee)
This dissertation examines the impact of playing video games on social relationships. The main goal of the research is to find out how relationships differ between gamers and non-gamers. The quality of relationships is examined via Furman's and Buhrmester's Network of relationship inventory. The values are compared according to the gaming status. Apart from the basic groups I compared some other groups such as online and offline gamers, men and women or gamers who prefer playing alone and players who play with their friends. According to the inventory findings the relationship qualities of gamers and non-gamers do not differ significantly. Comparison of some other groups brought some interesting relationship differences among groups of men and women and, also, a correlation between the increasing average game time and decreasing quality of relationship with family members was observed.
Life as a video game: play style from the perspective of ego-integrity
Hrabec, Ondřej ; Chrz, Vladimír ; Poláčková Šolcová, Iva
Digital gaming‘s interactive potential is frequently discussed in scientific discourse. Virtual worlds offer transparent and complex possibilities for action within which researchers can observe many different ways players attempt to reach the same goals as they would do in real life. Despite the escapist features of these artificial spaces, online gaming can serve as an example of the interconnection between reality and fiction. Along similar lines, the authors of this paper are applying the results of previous research on styles of play into the context of various stages of human life development. In pursuit of this goal com-parisons will be made between the concept of playful ritualization of ego-integrating activities from E. H. Erikson and forms of play inside video game worlds, which metaphorically reflect these social processes. \n

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