National Repository of Grey Literature 9 records found  Search took 0.01 seconds. 
New Trends in Computer Games Monetization
Švrkala, Marek ; Šisler, Vít (advisor) ; Švelch, Jaroslav (referee)
This diploma thesis deals with the new trends in the monetization of the video gaming industry with emphasis on crowdfunding, free-to-play model, selling games by "pay what you want" bundles and sales on Steam and other digital distribution stores. The purpose of this diploma thesis is to describe how the players on personal computers react to these trends in the Czech Republic. First, the situation in Czech gaming industry and the situation of players in the Czech Republic is described. Then, the new trends are analyzed thoroughly using foreign researches. The practical part analyses the effects of the new trends on Czech players with the results of an online questionnaire. First, the methodology is presented and subsequently the collected data is analyzed. Gradually, the thesis are answering the three research questions which are clarifying various aspects of how the Czech players respond to the new trends in the video gaming industry monetization. Powered by TCPDF (www.tcpdf.org)
Marketing of digital distibution of gaming content: platform Steam between the years 2013 and 2015
Unzeitigová, Jana ; Klimeš, David (advisor) ; Vranka, Marek (referee)
This bachelor thesis deals with marketing of digital distribution of video gaming content. It covers concretely marketing of the greatest platform for digital distribution of gaming content called Steam. The thesis sets out to describe new trends in marketing of video game industry and explore through the case study Steam marketing activities between years 2013 and 2015. It poses the question: How does Steam communicate with its community and what effect does it have on the specific target group, like gamers are, to keep its dominant position on video game industry market. The theoretical part clarifies the key terms for the thesis like video game, gamer and communities and last but not least, video game industry. Thesis also describes monetization of video games and video game content, video game publishing and distribution. Furthermore it deals with marketing itself and with current marketing trends that could be used in video game marketing and in the marketing of digitally distributed gaming content. The practical part uses SWOT analysis and case study to understand why is Steam the most successful platform for digital distribution of gaming content and offers recommendations.
New Trends in Computer Games Monetization
Švrkala, Marek ; Šisler, Vít (advisor) ; Švelch, Jaroslav (referee)
This diploma thesis deals with the new trends in the monetization of the video gaming industry with emphasis on crowdfunding, free-to-play model, selling games by "pay what you want" bundles and sales on Steam and other digital distribution stores. The purpose of this diploma thesis is to describe how the players on personal computers react to these trends in the Czech Republic. First, the situation in Czech gaming industry and the situation of players in the Czech Republic is described. Then, the new trends are analyzed thoroughly using foreign researches. The practical part analyses the effects of the new trends on Czech players with the results of an online questionnaire. First, the methodology is presented and subsequently the collected data is analyzed. Gradually, the thesis are answering the three research questions which are clarifying various aspects of how the Czech players respond to the new trends in the video gaming industry monetization. Powered by TCPDF (www.tcpdf.org)
Digital music on the Czech Market
Matějček, Karel ; Pavlíček, Antonín (advisor) ; Sova, Martin (referee)
Bachelor's thesis Digital music on Czech Market is primarily concerned with analytics of Czech digital market with digital music. The thesis main target is to present complex view of Czech digital market in relation to historic, legal, distribution and technological aspects in in comparison with American and global market. Part of the thesis is also theoretical introduction to given issue, closer view into technological aspects and summary of main distribution commercial sources along with free and illegal ones. In next, analytic part of the thesis the main specific sources are presented and compared in terms of price, user interface and offering. Part of the thesis is also devoted to brief comparison of examples of digital and physical distribution. At the end of the thesis, licences, actual trends and suggestions are presented based on personal analysis, empirical data and interviews with subjects on the market alongside with summary of advantages and disadvantages of digital distribution, its role in distributional model and prediction of possible future development of the market.
Analysis of business models in the gaming industry
Hejcman, Marek ; Koubský, Petr (advisor) ; Šimůnek, Martin (referee)
The topic of this thesis is to analyze the business models currently used in the gaming industry. The aim is to provide a comprehensive overview of the current economic situation of the industry, distribution channels, used technologies and business practices from the perspective of all market participants. The theoretical part is due to less frequent topic devoted to the description of all entities of gaming industry. It analyzes not only all the actors involved in the development of video games and their subsequent sale but also the technical tools used to play games and also the players themselves. Video games are divided into two main streams (hardcore and casual) which also determine the structure and analysis. The analytical part focuses on capturing the most widely used business models and their combination for the sale of the video games. Models are then categorized into two groups (goods and services) and represent two different approaches to pricing scenarios. For each business model describes the basic principle, its pros and cons, the factors influencing the successful implementation and an example of the use of the model in practice. The analysis also includes the socio-economic profiles of two major market segments. In conclusion, based on the current developments and current trends in the field across the gambling industry the work tries to predict the future development of business models and for video games respectively. the whole industry.
An analysis of the international mobile digital distribution platforms market
Štěpánek, Jaroslav ; Sedláček, Jiří (advisor) ; Filip, Ondřej (referee)
The main subject of this diploma thesis is the mobile digital distribution market. The first chapter defines important terms and describes the area comprehensively. The second chapter lists examples of some platforms, shows statistical data and introduces common business models. The third chapter compares the Apple App Store and Google Play based on selected criteria. The fourth chapter deals with conducted survey data in order to test the hypothesis that czech consumers in general do not show a difference in attitude towards mobile distribution storefronts compared to their foreign peers. The fifth and last chapter tries to analyze technical backgrounds of varying content availability across different countries. Also, it deals with selected legal issues.
Cloud Computing in Gaming Industry
Gleza, Jan ; Koubský, Petr (advisor) ; Jakl, Michal (referee)
This thesis analyzes current status of software distribution in gaming industry and its biggest challenges. Thesis also includes insight in completely different approach to the software distribution -- Cloud Gaming. In practical part are thoroughly tested existing solutions and done functionality analysis. Practical part also includes experiment which regards to building own platform using currently existing tools and it is followed by discussion of results.
Internet movie distribution
Miloš, Marek ; Jandoš, Jaroslav (advisor) ; Šedivá, Zuzana (referee)
This thesis focuses on different ways and possibilities of movie distribution. The thesis describes functioning of the movie industry and characterizes particular distribution channels, focusing on Internet distribution in detail. The practical part reviews and evaluates specific internet video on demand services of digital movie distribution available in the Czech Republic and abroad. The last chapter contains a questionary monitoring preference regarding the Internet digital distribution of the respondents. The aim of this thesis is to characterize the current state of digital movie distribution and it's popular services, which is going to become the future of home entertainment and the Internet might become primary channel of movie distribution.
Audio distribution on the Internet
Gleza, Jan ; Jandoš, Jaroslav (advisor) ; Šedivá, Zuzana (referee)
This thesis analyzes current situation of audio distribution on the Internet, its authorized and unauthorized option. Predicts future development by application of cryptography and offers solutions for increase the share of authorized audio distribution by means of three pillars -- shopping simplification, increase user friendliness and offer to include added value to authorized distribution.

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