National Repository of Grey Literature 42 records found  beginprevious33 - 42  jump to record: Search took 0.00 seconds. 
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
Play style as intentional model in video game players
Hrabec, Ondřej ; Chrz, Vladimír (advisor) ; Klusák, Miroslav (referee) ; Čermák, Ivo (referee)
The present doctoral thesis addresses the insufficient exploration of the concept of play style in current video game player's research. To reach the goal, theoretical framework of style as an intentional model of player's believes and desires is used. The main proposition of this particular paper is based on the presumption that play style works as a tool for predicting opponent's behavior. The research consists of two parts. The first one proposes a categorization which might in greater accuracy explain existing forms of play. The second part researches the topic of intentionality further through the procedural model of style prediction in progaming area, which is exemplified by the video game League of Legends. The results are based on extensive analysis of players' texts, interviews with semiprofessional players, commentators and game journalists. The conclusion implies a significant number of play styles and procedural complexity of recursive theory of mind ("I think about what you think that I think") in the field of video games. Keywords: Play Style, Intentionality, Intentional Model, Metagame, Metacognition, Mindgame, Progaming, Theory of Mind, Player Typology, Video Game
Play Style of Girl Gamers
Rosendorfová, Johana ; Hrabec, Ondřej (advisor) ; Smetáčková, Irena (referee)
The goal of this bachelor's thesis is to contribute to further development of the concept of a play style of both male and female video game players, and to highlight the relevance of studying video games in relation to the female population. The target of this work was to uncover the play styles of adult female video game players, for which I propose approaching the play style as an element of the interaction process between the player and her environment (fellow male and female players and the general public). In the main part of the work I propose a contextual model of play style and arrive at a categorization of gender specific play styles and their relation to the concepts of agency and communion. The results were reached by in depth analysis of interviews with female video game players.
How doe's playing MMORPG influence mood of players
Kůra, Michal ; Lukavská, Kateřina (advisor) ; Hrabec, Ondřej (referee)
This bachelor thesis examines how doe's playing MMORPG game influences mood of the player. The main goal of research is to experimentaly verify if there is some mood boost caused by playing MMORPG game. This possible effect is examined via the BMIS questionnaire, which measures actual emotional state of player. BMIS questionnaires were administrated right before and after activity, to find out the difference caused by the activity. According to findings of this experiment playing MMORPG game significantly improves the mood, in comparison with watching documentary film. Some additional measures support the theory, that mood improvement during the game could be linked with development of the flow experience, which has, as some previous studies found out, higher probability to develop during playing MMORPG game then during other non-virtual leisure time activity such as watching documentary film.
Flow experience in video-game genres
Hrabec, Ondřej ; Chrz, Vladimír (advisor) ; Klusák, Miroslav (referee)
FLOW EXPERIENCE IN VIDEOGAME GENRES ABSTRACT: The thesis Flow experience in videogame genres focuses on the critical dialogue with Csikszentmihalyi's concept of the flow phenomenon. The flow is a standard term for the optimal mental state during playing videogames. The author of this text discusses the original conception of flow as a universal state in all types of activities. He acknowledges a high probability of various ways of experiencing that occurs in relation to different genres and types of activities. With help of qualitative research inspired by the narrative methodology based on eight interviews with videogame journalists, he aims to present a revised dimensional model of flow experience. This thesis indicates three basic types of flow - climax, ilinx and ludic trance - that can be examined on the basis of the ten dimensions of flow (interactivity, intentionality, challenge, exploration, time urgency of executive operations, attention, level of consciousness, experience of power, source of stimul ation and value). The author opines that the revised model of flow is the first step towards a deeper understanding of the diversity of involvement in videogaming which can serve a further research of the optimal experience and categorization of playing styles corresponding with these three different...
Motivational structure of World of Warcraft game
Hrabec, Ondřej ; Klusák, Miroslav (referee) ; Chrz, Vladimír (advisor)
This document aims to describe and analyze motivational structure of MMORPG World of Warcraft. Thesis results from a number of empirical sources: author's subjective experience with the game (observation, writing reflective journal) and objective sources (analysis of video recordings, game data, web pages, discussion with players). Virtual environment is discussed from the viewpoint of Gibson's affordance theory, whereas virtual space is counted as a participation prompting. The work narrowly specifies offer structure of World of Warcraft by segmenting it into two categories - environment and player's avatar. It is also devoted to dynamic motivation factors like rewards and sanctions. The image of interaction between player and a game (gameplay process) is provided in the form of player's rituals, whereas imaginative form of implemented flow mechanisms is accented. The important part of the work includes analyzing mythology of virtual world on the basis of analytical psychology. Jungian perspective with an overlap into cultural anthropology illuminates much of the archetypal infliction of the game and the essence of virtual reality. Construction of fictive myths in MMORPG leads into questions about what psyche needs to interpret reality. Although one of the conclusions of this work implies that many players...

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