National Repository of Grey Literature 2 records found  Search took 0.01 seconds. 
Archeogaming and Cultural Heritage of Gamers
Neuheisl, Lukáš ; Supa, Markéta (advisor) ; Švelch, Jaroslav (referee)
Progression of human civilization in fields of technology, culture and media is closely tied to the creation of remains known as a cultural heritage. These artefacts and knowledge are testimonies of human cultures of distant and recent pasts. In last two decades, a trend of creating and living in synthetic worlds has emerged with social media and vast digital games being prime examples of such synthetic worlds. To better understand human culture, a new, yet undeveloped and academically unestablished (even though suggested by texts in past 30 years) interdisciplinar field has emerged: archaogaming. Its mission is researching distant and recent past through cultural heritage in and of digital games, connecting archaeology, game and media studies, using methods and tools inspired by archaeological practice. Among such methods belongs digital ethnography and on-site research, methods used in this Master's thesis' research. Its aim was to describe artefacts used and left in game worlds by gamers of three chosen digital games: GTA Online, Fortnite Battle Royale and Soul Calibur VI. Moreover, other goals of this research were to identify factors influencing such relics and their lifespan. Analysis of data collected during 60 gaming sessions throughout the trio of synthetic worlds suggests that artefacts...
In-game marketing
Neuheisl, Lukáš ; Klimeš, David (advisor) ; Zezulková, Markéta (referee)
The bachelor's thesis is dedicated to the in-game marketing: marketing in digital games. Apart from usual mechanics, such as microtransactions, monthly membership payments, paid downloadable content or in-game advertising this thesis describes the game as a marketing tool and problems related to cybersecurity and persuasive microtransactions. The theoretical part contains recent and distinctive examples of described mechanics. The thesis also contains the evaluation of the questionnaire research in which 409 gamers from the whole world took part and which aimed on gamers' view on in-game marketing and their buying behaviour. Even though the demography of respondents is inaccurate in comparison to the global spectrum of gamers (mostly in case of gender and age ratio), the research suggests that gamers have their opinions on controversial topics related to the in-game marketing, yet they are affected by it as it is a successful and profitable way to satisfy their needs right from the game.

Interested in being notified about new results for this query?
Subscribe to the RSS feed.