National Repository of Grey Literature 72 records found  beginprevious16 - 25nextend  jump to record: Search took 0.03 seconds. 
Comparison of Narrative Methods in Features Published by Respekt and New Yorker
Janauerová, Barbora ; Hájek, Roman (advisor) ; Krobová, Tereza (referee)
The aim of this thesis is to analyse narrative strategies in the texts of the feature genre in two periodicals. Feature genre is longer genre of journalistic (opinion) character regularly used in printed world media, especially magazines. It is a genre which combines elements of two genres - report and analytical article. This thesis compares features in Czech and American environment, the latter being a more tradiotional for the genre. The two periodicals in question are Respekt and New Yorker. The choice is influenced by the fact that the chief editor of Respekt claims the medium to be inspired by New Yorker. The research method of the work is narrative analysis. Analysed categories are then narrator, focalization, description of a character and a alternating of the report and contextual parts of the feature genre. An important part of the work is analysis of intentionality of the use of certain type of narrators and focalization. Some of the narrative strategies, types of narrators and focalization used in the context of the journalistic texts influence the degree of objectivity/subjectivity of the narrative. Through analysis the comparison of the feature genre in Czech and Anglo-American journals is made, how they differ and what they have in common.
Analysis of the media image of Milos Zeman in the ČTK news for the first year in presidency
Bednářová, Lucie ; Trunečková, Ludmila (advisor) ; Krobová, Tereza (referee)
This thesis titled Analysis of Media Image of Milos Zeman as Portrayed by CTK during the First Year of Presidency focuses on news releases made by Czech News Agency CTK that within the time frame of 8. 3. 2013 - 8. 3. 2014 inform about the President of the Czech Republic Milos Zeman. The goal of this thesis was to aquire a complex media impression of President as presented by CTK's news production. Primarily this thesis inquires into the total number of news releases within particular time periods, their topics and tonality. Secondarily this thesis observes the trends of these phenomenons within a one-year time horizon and the connection and coherence among the aforementioned phenomenons. The basis of this thesis is theoretical context that deals with news releases and pursues media construction of reality in the news. For this research there was used quantitative content analysis with qualitative overlap in form of emotional impression of news releases. As a data resource there was used an aggregate of texts from CTK's infobank. Research proved certain hypothesis, as e.g. a long-term dropping tendency of media interest in President Zeman or a higher number of negatively rather than positively tinted news. The results of this analysis can serve as resources to employees of the press division of the...
Fan content analysis - modding in videogames and its community
Opekar, Tomáš ; Krobová, Tereza (advisor) ; Reifová, Irena (referee)
This thesis explores a specific form of fan-content creation namely videogame modding. The goal is to explore and compare these forms of content and its communities which are present around selected videogames: The Elder Scrolls V: Skyrim and Cities: Skylines. The theoretical part of this thesis firstly describes media audiences and their functions in contemporary new media environment. Concern is then shifted to problematic of fandom and fan-content production. Theme of the next part is mainly modding itself, its essence is then described, various aspects of modding research are presented and modding communities and aspects of their functions are introduced. The analytic part firstly describes selected videogames and their mechanics. Later, thesis explores the forms of modifications and corresponding communities, for both games, while also concerned with feedback of other players presented in discussions. It has come to light, that this particular type of fan-content is in general very diverse and very popullar among other players, while, for both games, approach to modifications by gamers and developers is in some aspects slightly different.
Gender in cyberspace: Critical discoursive analysis of Czech discussions and comments
Žegklitz, Lukáš ; Krobová, Tereza (advisor) ; Reifová, Irena (referee)
This master thesis discusses the gender dynamics in cyberspace environment. The anonymous nature of this relatively new phenomena leads to several manifestations of hate speech. To be more precise, this work focuses on sexism and misogyny in the Internet environment. The theoretical part discusses the elementary theory about the nature of cyberspace and relationships between masculinities. The aim of the research part is to make critical discourse analysis which investigates reactions of debaters below articles about misogynist statements by two Czech footballers towards female referee Lucia Ratajová.
Gender analysis of the of female heroines in computer games
Krobová, Tereza ; Švelch, Jaroslav (advisor) ; Baslarová, Iva (referee)
This work focuses on a gender analysis of female characters in video games, specifically the action genre of computer games in which players play from the perspective of a third party (ie see a playable character on canvas). Pays attention to very specific situations in which the female figure is markedly ambivalent status - show clearly feminine characteristics, it moves but clearly masculine space and pay the archetypal clearly masculine activities. Working with so anlýzou konrkétních computer games and playable characters trying to determine whether computer games as a new medium for his portrayal of female characters contribute to gender stereotypes and whether, therefore, become another medium, that these stereotypes produces and reproduces that deconstructs these stereotypes and changing, or whether it even creates new stereotypes. The analysis is the analysis itself as a representation of female characters in visual, narrative or folder of computer games and interactive component analysis itself - that is playing. In this sense, the work seeks to determine how the female characters look if they present archetypal feminine or masculine characteristics and what pleasure playing them can offer both male and female players. In conclusion, the work also attempts to describe the transformations which...
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...

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