National Repository of Grey Literature 7 records found  Search took 0.00 seconds. 
The impact of video game avatars on the motivation to play and consequent purchases in it
Rosová, Sylvie ; Fousek Krobová, Tereza (advisor) ; Švelch, Jan (referee)
This diploma thesis deals with the topic of game avatars and their influence on the motivation to play the game and subsequent purchases in it. The topic is first grasped theoretically, and the studies and research of previous authors are presented and analysed. The importance of avatars in video games, as well as the process of their creation, is explained in more detail. The work also discusses the relationship between the player's real and online self and tackles the topic of social identity. In the area of motivation to play, the paper analyses the individual motivators identified by previous studies and then focuses on two important factors associated with the avatar, which are identification with the avatar and immersion in the game. In the section dedicated to in-game purchases, the microtransaction system is explained and the reasons for in-game purchases are discussed. The practical part follows on the theoretical part and places the topic in the Czech environment, while examining and describing the way in which avatars, their design, functions and processing, influence the motivation to play the game and subsequent purchases in it. The practical part first analyses the behaviour of players when editing avatars and then when purchasing virtual items for them. The obtained data finally...
Role-playing in massive multiplayer online games
Mikoláš, Michal ; Tuček, Milan (advisor) ; Buchtík, Martin (referee)
The author deals with MMORPGs, a special computer game genre. MMORPGs are designed to host simultaneous playing of a large number of people. The key topic is role- playing, which occurs when the players accept a fictional role connected with their avatar. The text also includes description of the terms avatar, guilds, synthetic worlds, games and online games. The basic premise of this theoretically oriented work is that role-playing is not a homogenous issue and takes different forms as a result of the server/guild game style choice. The author collected data in World of Warcraft game environment. He created an avatar which helped him to observe actions of others while taking "field notes" and recording the chat communication of the players. The author compared data recorded while playing in two differently oriented guilds, which helped to create and describe basic definitions and forms of role-playing in online games.
Virtual death in video games
Štěpánová, Petra ; Švelch, Jaroslav (advisor) ; Vochocová, Lenka (referee)
The topic of this thesis is virtual death in video games. In theoretical part, the concept of avatar (player's agent in the game world) is defined, concerning the relationship between player and avatar as well as the main characteristics of the avatar. The aim of the theoretical core of this thesis is to introduce virtual death; because of various expressions of death in many games, it is difficult to describe virtual death generally. Virtual death, which is compared also to the real death, is revealed as a communication of player's failure. What can not be separated from virtual death is the instant resurrection of the avatar, and also the means how to avoid virtual death. The practical part of the thesis offers a close reading of the computer role-playing game Planescape: Torment, focusing on the theme of death. Unlike most mainstream games, Torment presents the player with sophisticated perspectives on the matters of life, death, immortality and responsibility. Even the high-order goal of the main character (which becomes the goal of the player as well) is to gain knowledge about himself and then willingly die. This stands in a sharp contrast to usual narratives, forcing the player to suppress the life-saving reflex and let his avatar die in the end. The comparative method is used to identify...
The image of a hero in computer games
Spišáková, Veronika ; Šisler, Vít (advisor) ; Šlerka, Josef (referee)
The diploma thesis deals with the subject of video games heroes. The goal of this thesis is to analyze the image of a video game hero and the components of which this image consists. Another focus of this thesis is to compare the images of video game heroes of the RPG (role-playing game) genre with the FPS (first person shooter) genre and to find out which aspects the images have in common and which are different. Content analysis of the games is applied in this thesis, based on predefined criteria and field notes gathered during playing top 100 rated games (50 games of the RPG genre and 50 games of the FPS genre) by Metacritic for 30 minutes each. The selection of the research sample is limited by the main character of the games; analysed games are such in which the hero is determined by the game and the player can't adjust him in any way, for example by choosing the character's gender, their physical predispositions and their occupation. The analysis of the games proved that the main hero was mostly an adult Caucasian human male. This characteristic was registered in the FPS genre more frequently.
Virtual death in video games
Štěpánová, Petra ; Švelch, Jaroslav (advisor) ; Vochocová, Lenka (referee)
The topic of this thesis is virtual death in video games. In theoretical part, the concept of avatar (player's agent in the game world) is defined, concerning the relationship between player and avatar as well as the main characteristics of the avatar. The aim of the theoretical core of this thesis is to introduce virtual death; because of various expressions of death in many games, it is difficult to describe virtual death generally. Virtual death, which is compared also to the real death, is revealed as a communication of player's failure. What can not be separated from virtual death is the instant resurrection of the avatar, and also the means how to avoid virtual death. The practical part of the thesis offers a close reading of the computer role-playing game Planescape: Torment, focusing on the theme of death. Unlike most mainstream games, Torment presents the player with sophisticated perspectives on the matters of life, death, immortality and responsibility. Even the high-order goal of the main character (which becomes the goal of the player as well) is to gain knowledge about himself and then willingly die. This stands in a sharp contrast to usual narratives, forcing the player to suppress the life-saving reflex and let his avatar die in the end. The comparative method is used to identify...
Role-playing in massive multiplayer online games
Mikoláš, Michal ; Tuček, Milan (advisor) ; Buchtík, Martin (referee)
The author deals with MMORPGs, a special computer game genre. MMORPGs are designed to host simultaneous playing of a large number of people. The key topic is role- playing, which occurs when the players accept a fictional role connected with their avatar. The text also includes description of the terms avatar, guilds, synthetic worlds, games and online games. The basic premise of this theoretically oriented work is that role-playing is not a homogenous issue and takes different forms as a result of the server/guild game style choice. The author collected data in World of Warcraft game environment. He created an avatar which helped him to observe actions of others while taking "field notes" and recording the chat communication of the players. The author compared data recorded while playing in two differently oriented guilds, which helped to create and describe basic definitions and forms of role-playing in online games.
Character of Deity in Newhinduism (on an Example of the Hare Krshna Movement)
KANTOROVÁ, Michaela
The work deals with characteristics of deity conception in newhinduism. The first part describes general introduction to hinduism. There is sketched his creation, development, basic literature and a description of deities. The next part is applying to the figure of a god Vishnu, there are described his avatars and one of the most important is presented by avatar Krshna. This chapter concludes bhaktic movement, which presents devotion to Vishnu. Then there is characterized the life of Bengal corrector Shri Caitania and the benefit of his teaching. The work describes consequently the creation of ISKCON organization, its structure and basic characterizations. The last part is devoted to ISKCON organization acting in the Czech Republic after the year 1989. The creation of this organization, its development and also the basic contens of its teaching are described there.

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