National Repository of Grey Literature 8 records found  Search took 0.00 seconds. 
Analysis of squash match, comaparison between male and female players
Strnad, Jan ; Carboch, Jan (advisor) ; Kočíb, Tomáš (referee)
Title: : Analysis of squash match, comaparison between male and female players Objectives: This thesis shall compare different types of service, returns and third shots and their combinations between male and female players and estimate their usage and average success rate in professional squash matches. Methods: Indirect analysis - videoanalysis Results: Most used serve for both sex is backhande serve and three-wall serve, most used return is volley straight back and cross back, third shot was mostly directed to left side of the court. Better chances of winning had female players directing return straight back, men had better chaces directing return cross back. In profesional squash is minimum returns directing straight front, cross front and boast. Keywords: Squash, service, return, direction, tactics, typology of players, comparison, male, female, notational analysis
The Use of gamification in the Field of In-store Marketing Communication
Indrová, Anna ; Jesenský, Daniel (advisor) ; Vranka, Marek (referee)
This thesis focuses on the use of gamification in in-store marketing communication. Gamification, as a phenomenon of implementing game mechanics and principles in a non- gaming environment, is currently one of the fastest growing trends in marketing and is used across its different fields. This thesis focuses on the direct application of gamification and game mechanics at the point of sale, where it has the potential to engage customers, establish relationships and thus help brands to meet their marketing goals. The aim of the first part is to define the terms needed, define gamification itself as a part of game theories and game context. Also, to collect scientific data, researches and available information on gamification as an in- store marketing tool, which will be used as a basis to construct a strategy for proper implementation of gamification at the point of sale. The second part of the thesis serves several case studies, mapping implementation of gamification at the point of sale, which are subsequently evaluated on the basis of concepts and criteria defined in the first part of the thesis.
Analysis of squash match, comaparison between male and female players
Strnad, Jan ; Carboch, Jan (advisor) ; Kočíb, Tomáš (referee)
Title: : Analysis of squash match, comaparison between male and female players Objectives: This thesis shall compare different types of service, returns and third shots and their combinations between male and female players and estimate their usage and average success rate in professional squash matches. Methods: Indirect analysis - videoanalysis Results: Most used serve for both sex is backhande serve and three-wall serve, most used return is volley straight back and cross back, third shot was mostly directed to left side of the court. Better chances of winning had female players directing return straight back, men had better chaces directing return cross back. In profesional squash is minimum returns directing straight front, cross front and boast. Keywords: Squash, service, return, direction, tactics, typology of players, comparison, male, female, notational analysis
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
Gamification in Online Marketing
Pohůnek, Vojtěch ; Máchová, Eva (advisor) ; Švelch, Jaroslav (referee)
Gamification is right now one of the fastest rising trends in marketing. It focuses on gaining new customers and keeping current ones by bringing game mechanics and game principles to non-gaming environment. Gamification however isn't just a buzzword. Gartner says that by 2014 every bigger company will have its gamification consultant, who should be as important as social media experts are now. This thesis is focusing on gamification towards web, web services and online marketing. It serves not only as an academic introduction to the term itself, but also shows how to apply game mechanics on the Internet. It also describes and evaluates real life examples of gamification in online marketing.
Use of Gamification to increase motivation of students in academic education
Češková, Anna ; Očko, Petr (advisor) ; Šisler, Vít (referee)
This paper deals with the issue of gamification and its implementation in the Charles University Information System, by focusing on students. It describes the principles of gamification in relation to user needs. Furthermore, it analyses the process of consciousness, motivation, volition and flow. This paper presents personality typologies in the context of motivation and game elements. It works with Myers-Briggs types and Keirsey's temperaments. It contains a ranking of gamification elements that is based on the level of motivation in relation to personalities. It evaluates the educational system in the Czech Republic from the point of view of the use of gamification elements and focus on different types of personalities. The main part of the thesis creates a concept of the implementation of gamification elements in the Charles University Information System and gamification of a thesis. [Author abstract].
Gamification and social games
Horáková, Monika ; Pavlíček, Antonín (advisor) ; Böhmová, Lucie (referee)
This thesis is focused on gamification and practical testing in internal training of new-hired employees. The main objective was to introduce gamification as a term and show how gamification can help with internal training of new-hired employees. In the theoretical part games and their meanings are defined. Then it is necessary to describe gamification itself with historical evolution and used player types. To understand principles of gamification and player's motivation, game elements and mechanism are defined. Selected examples of gamification divided by fields of applications are at the end of the theoretical part. Practical part describes the gamification environment of tool New Hire Orientation made by MindTickle and practical application of testing at H1.cz. Conclusion contains results and suggested recommendations for H1.cz and for MindTickle.

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