National Repository of Grey Literature 9 records found  Search took 0.00 seconds. 
The Business Plan to Set Up Own Activities in the Field of Development and Distribution of Computer Games in the Genre of Strategy
Lukschanderlová, Petra ; Kruljacová, Anna (referee) ; Bumberová, Veronika (advisor)
The master’s thesis is focused on the creation of a viable business plan for self-employment in strategy video game development. The foundation is a literary framework processed into a theoretical basis, including basic concepts focusing on the main idea of the plan and the creation of a business model. The analytical part is devoted to the examination of the business idea using the Lean Canvas method and performing further analyzes of the business environment. The proposal part describes the chosen strategy for the beginning self-employed person, including the business model, which is based on the results of analyzes of the business environment.
Design of game console
Sedláček, Michal ; Křenek, Ladislav (referee) ; Zvonek, Miroslav (advisor)
The subject of this bachelor thesis is to analyze and design game console and its control. The goal was to join suitable technical achievements with aesthetics and manufacturability. Design should continue in evolution of current game consoles and bring new ideas and innovations into this sphere.
Design of game console
Ondra, Martin ; Zvonek, Miroslav (referee) ; Křenek, Ladislav (advisor)
Bachelor thesis concerns with design of home video game console. The work tries to find a solution to a problem, how to connect technology, ergonomics and aesthetics into design of new product. Analysis of complete dilemma leads to a new design of home video game console, which should become a valuable product for home, virtual entertainment.
Games - teaching mathematics through the medium of a foreign language
Řehák, Jiří ; Novotná, Jarmila (advisor) ; Kvasz, Ladislav (referee)
This thesis is about a study looking into the viability to use Minecraft as a teaching tool in order to teach basic geometry. Using Minecraft Educational edition and based on principles from Self- Determination theory, two specifically tailored maps were created, one was a review towards area and perimeter, and the other one was directed towards volume, a new concept for them to discover. 15 fifth grade students, 9 boys and 6 girls, participated in this study, they were split between two separate groups that participated in this study. Children were given an assessment test to find out what everyone's level is at. Once completed they received tablets with a custom map and some worksheets to go along with it. Students progressed through the maps at an individual pace, with no time restriction they were free to explore in the direction they wished. When finished the children were tested again for comparison. Results have shown that students have the abilities to intuitively discover how to calculate volume after a quick area and perimeter review. Additionally, very positive responses have been expressed during the entire study with increased attentiveness and complete immersion. Potential uses of such discoveries could help alleviate the current work load that our current school system experiences.
Audio-visual representation in loot box mechanies in video games
Torres, Christopher ; Švelch, Jaroslav (advisor) ; Vranka, Marek (referee)
The thesis deals with a visual and sound interpretation of a loot boxes opening process in selected video games from the semiotic point of view. The theoretical part deals with history of additional monetisation on the games market, a loot box concept and semiotics as a science. Due to raising costs of games designs together with big companies investors' expectations, the games publishing houses try to obtain further incomes. Therefore, additional monetisation in a form of in-game shops is a growing trend and it is often accompanied by loot boxes. They represent a form of gamification of virtual assets purchase through a random chance to obtain assets both with lower and higher prices than the original deposit. Frequent use of these on the games market brought many waves of criticism and not once a controversial situation in which the designers were accused of hidden gambling mechanics implementations in games for teenagers. The practical part analyses loot boxes behaviour in games, describes common features and differences and looks for the most probable way of objectives and meanings of notifications explanations interpretation which the designers attempt to relay. The surveyed titles were selected on the basis of active players, genre and price. It goes through individual aspects of loot boxes...
The Business Plan to Set Up Own Activities in the Field of Development and Distribution of Computer Games in the Genre of Strategy
Lukschanderlová, Petra ; Kruljacová, Anna (referee) ; Bumberová, Veronika (advisor)
The master’s thesis is focused on the creation of a viable business plan for self-employment in strategy video game development. The foundation is a literary framework processed into a theoretical basis, including basic concepts focusing on the main idea of the plan and the creation of a business model. The analytical part is devoted to the examination of the business idea using the Lean Canvas method and performing further analyzes of the business environment. The proposal part describes the chosen strategy for the beginning self-employed person, including the business model, which is based on the results of analyzes of the business environment.
Design of game console
Sedláček, Michal ; Křenek, Ladislav (referee) ; Zvonek, Miroslav (advisor)
The subject of this bachelor thesis is to analyze and design game console and its control. The goal was to join suitable technical achievements with aesthetics and manufacturability. Design should continue in evolution of current game consoles and bring new ideas and innovations into this sphere.
Design of game console
Ondra, Martin ; Zvonek, Miroslav (referee) ; Křenek, Ladislav (advisor)
Bachelor thesis concerns with design of home video game console. The work tries to find a solution to a problem, how to connect technology, ergonomics and aesthetics into design of new product. Analysis of complete dilemma leads to a new design of home video game console, which should become a valuable product for home, virtual entertainment.
Impact of online user reviews on demand for PC and video games
Veselá, Anna ; Mičúch, Marek (advisor) ; Hurník, Jaromír (referee)
The thesis examines impact of online user reviews, expressed in 5-star rating system, on demand for PC and video games. Used weekly data are collected from www.amazon.co.uk for period 2000 - 2012. The thesis contributes to discussion which takes place between supporters of superstar theory and supporters of long tail theory. Panel structure of the dataset referred to application of fixed effects model for estimation of basic and extended model. Both estimates proved negative influence of assigned number of stars on sales rank. Basic model estimated influence of one unit change of stars on rank by 9 positions, extended model estimated this change to be 10 positions. Quantile estimate also proved negative influence of stars on sales rank. The influence is strongest for the lowest quantile of dependent variable (tau = 0,05) representing 5 % best-selling titles, where one unit change of stars causes change of 35 positions in opposite direction. With increasing quantiles this influence decreases to zero. It proves that within the market for PC and video games online user reviews contribute to superstar effect.

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