National Repository of Grey Literature 8 records found  Search took 0.00 seconds. 
Video games, books and film adaptations and their impact on gaming community
Přichystal, Jan ; Haupt, Jaromír (referee) ; Šedrlová, Magdalena (advisor)
Cílem této práce je popsat postupy používané při převádění knihy do podoby videohry, hlavní aspekty tohoto procesu, změny v daných médiích, které při tomto procesu probíhají a popsat spojení vznikající mezi videohrami, literaturou a filmy. Nastíní také některé z nových technologií používaných při vývoji videoher. Hlavní témata této práce budou demonstrována na sérii knih, seriálu a populárním RPG Zaklínač, původně vytvořené polským spisovatelem Andrzejem Sapkowským. V porovnání s těmito populárními slovanskými příběhy budou dalšími příklady především e-sport hry a také mnoho dalších her jiných žánrů. Nicméně to není jediné téma popisované v této práci. Zaměřuje se také na vliv vztahů mezi knihami, filmy a videohrami na společnost, nebo přesněji, na herní komunitu. Tento vliv můžeme pozorovat v mnoha oblastech, např. subkulturách fanoušků (fandom), kostýmových hrách (cosplay) a profesionálním hraní videoher (e-sporty). Tvrzení, která publikuji v této části bakalářské práce, budou také podloženy mým vlastním výzkumem provedeným za pomoci Google Formulářů na vzorku hráčů videoher z Facebookové stránky Hráči 2.0.
Once Upon a Time, or, Fairy-tale motives in The Witcher?
HRADECKÁ, Simona
Bachelor thesis is dedicated to the fantasy cycle The Witcher, written by Polish writer Andrzej Sapkowski. Thesis points out fairy tale motives. Andrzej Sapkowski has inspired himself by other worldwide known writers, such as brothers Grimm, Hans Christian Andersen or Jeanne-Marie Leprince de Beaumont. These motives are most evident in the part of the cycle regarding the stories. Thesis focuses on stories in which are individual fairy tale motives very apparent and on those where the motives are seen only marginally. The main source for my bachelor thesis are classical fairy tales, Andrzej´s Sapkowski´s stories and scientific publications defining the genre of fantasy and fairy tales. First part of the thesis is dedicated to both of the literature genres, where their general characteristic is outlined. Bachelor thesis serves as a basic reflection of the fairy tales motives in The Witcher, by which Andrzej Sapkowski has inspired himself in classical fairy tales and incorporates them into concrete stories.
Interpretation of the main characters of The Witcher Saga based on qualitative research
Válek, Filip ; Laufková, Veronika (advisor) ; Starý, Karel (referee)
This thesis explores how upper primary schoolers interpret characters of the popular series The Witcher by Andrzej Sapkowski. Given their reading experience and mental development, pupils at this age are becoming the series' target audience. The theoretical part of the thesis introduces the reader to the world of The Witcher through the life and work of its author. Model character descriptions are also provided. They attempt to complexly explore possible ways of describing select characters from the series through various means of characterization. In the practical part of the thesis, character typology is offered based on some key traits shared by certain characters. This typology is then used in a small-scale qualitative research done on readers who have read the series and are capable of interpreting its characters. Three main types of characters are introduced - protagonists (characters connected by their destiny), antagonists (characters capable of evil acts in the name of prophecy) and other characters who are connected with the protagonists by shared goals and heroic transformation. The aim of this study is to show how works of modern fantasy might be used in Czech literature classes and to compare pupils' interpretations with expectations of how characters might be perceived. Despite the...
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...
Fantasy map design by the literary works of A. Sapkowski
Růžička, Josef ; Čábelka, Miroslav (advisor) ; Lysák, Jakub (referee)
The work focuses on the design of the process of creating map of the fictional world. In particular focuses on the creation of the fantasy world of the Witcher by Polish author Andrzej Sapkowski. The importance of the map for a literary work is discussed. The world, based on selected author's work, is also compared to fictional worlds based on the literary work of other authors. The work also focuses on various possibilities of map creation. Maps of the Witcher world by another authors are also used as inspiration. Then one procedure is designed and used to create a fantasy map. It also includes comparing the selected world with the real world and finding similarities between them. Keywords: Fantasy map, fictional world, The Witcher, Andrzej Sapkowski.
The development and position of female characters in the Witcher video games series
Boukalová, Kateřina ; Krobová, Tereza (advisor) ; Miessler, Jan (referee)
This work focuses on the analysis of visual representation, behaviour and development of female characters in the video games series the Witcher, which consists of three games with consequential stories. The aim of this work is to analyse all female characters that appear in this three-part series, from main characters to supporting characters and female monsters. In the first part of this work, there is the theoretical clarification of the basic gaming terms and how the gender problematics are connected with video games - namely femininity, sexism and basic female archetypes, which are an inseparable part of games. Furthermore, the thesis introduces the origin of the Witcher world as well as its main hero, Geralt, and briefly introduces the plot of the series. In the second part of this work, the three main characters of the series are analysed in the terms of their visual representation, behaviour, motivation as well as their relationship with the main hero, their behaviour during fights and their relationships with other characters. Furthermore, this work analyses selected female characters, which are examined as individuals (for example sorceresses and warriors) or as groups (for example village women, town women and vampires), according to how significant they are. This thesis focuses on how...
DLC as a Marketing Tool in the Video Game Industry
Brádlerová, Andrea ; Švelch, Jaroslav (advisor) ; Koudelková, Petra (referee)
This thesis deals with the phenomenon of DLC in the context of marketing communication. DLC or downloadable content expanding the basic game, is a relatively new concept in the video game industry and its role is increasingly important in marketing communication in video games. The main focus of this thesis is to map DLC and analyze its importance in marketing communication and public relations of video game titles of various genres. Theoretical part of the thesis is focused on explaining the basic principles of understanding a video game as a medium, the specifics of gaming industry and description of the DLC itself as a content and marketing tool in video games. The research part of the thesis is dedicated to three case studies which deal with video games of different genres. Case studies are focused both on the practice of video game publishing companies and on reception of DLC on the side of the fans. The games being focused on are The Witcher 3 (RPG or a role-playing game), Civilization V (strategy game) and Battlefield 4 (FPS or first-person shooter game). Case studies focus on the role of DLC in games, marketing communication about DLC and conversely its role in marketing communication, reception of DLC in gaming communities and specific functions of DLC dependent on the video game genre.
Video games, books and film adaptations and their impact on gaming community
Přichystal, Jan ; Haupt, Jaromír (referee) ; Šedrlová, Magdalena (advisor)
Cílem této práce je popsat postupy používané při převádění knihy do podoby videohry, hlavní aspekty tohoto procesu, změny v daných médiích, které při tomto procesu probíhají a popsat spojení vznikající mezi videohrami, literaturou a filmy. Nastíní také některé z nových technologií používaných při vývoji videoher. Hlavní témata této práce budou demonstrována na sérii knih, seriálu a populárním RPG Zaklínač, původně vytvořené polským spisovatelem Andrzejem Sapkowským. V porovnání s těmito populárními slovanskými příběhy budou dalšími příklady především e-sport hry a také mnoho dalších her jiných žánrů. Nicméně to není jediné téma popisované v této práci. Zaměřuje se také na vliv vztahů mezi knihami, filmy a videohrami na společnost, nebo přesněji, na herní komunitu. Tento vliv můžeme pozorovat v mnoha oblastech, např. subkulturách fanoušků (fandom), kostýmových hrách (cosplay) a profesionálním hraní videoher (e-sporty). Tvrzení, která publikuji v této části bakalářské práce, budou také podloženy mým vlastním výzkumem provedeným za pomoci Google Formulářů na vzorku hráčů videoher z Facebookové stránky Hráči 2.0.

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