National Repository of Grey Literature 8 records found  Search took 0.01 seconds. 
Game Server for On-Line Gaming
Ohnheiser, Jan ; Smrčka, Aleš (referee) ; Hrubý, Martin (advisor)
Bachelor's thesis deals with development and creation application of Game Server for On-line Gaming. It deals with the classification of existing similar applications, network interface and game logic. It shows the possible use of library ENet, SDL and OpenGL. It demonstrates the functionality of the proposed server on simple games.
Korean game industry with a focus on online games from 2000 to the present
Bišková, Lucie ; Ferklová, Blanka (advisor) ; Zemánek, Marek (referee)
The aim of this thesis is to analyze Korean gaming industry with a focus on online games and to outline future possible path where the industry may go. For better orientation in the field I explain major terms and global gaming situation. I continue with a history of Korean gaming, major games themselves and the role they played on the bigger scene. The other part is focused on localization of Korean games in regions of North America and Europe and also shows South Korea as a pioneer in the field of global eSports. Keywords MMO, online games, NCsoft, Nexon, eSports, mythology of games, World of Warcraft, korean games, adaptation
Korean game industry with a focus on online games from 2000 to the present
Bišková, Lucie ; Ferklová, Blanka (advisor) ; Zemánek, Marek (referee)
The aim of this thesis is to analyze Korean gaming industry with a focus on online games and to outline future possible path where the industry may go. For better orientation in the field I explain major terms and global gaming situation. I continue with a history of Korean gaming, major games themselves and the role they played on the bigger scene. The other part is focused on localization of Korean games in regions of North America and Europe and also shows South Korea as a pioneer in the field of global eSports. Keywords MMO, online games, NCsoft, Nexon, eSports, mythology of games, World of Warcraft, korean games, adaptation
Game Server for On-Line Gaming
Ohnheiser, Jan ; Smrčka, Aleš (referee) ; Hrubý, Martin (advisor)
Bachelor's thesis deals with development and creation application of Game Server for On-line Gaming. It deals with the classification of existing similar applications, network interface and game logic. It shows the possible use of library ENet, SDL and OpenGL. It demonstrates the functionality of the proposed server on simple games.
Computer game marketing from the view of youtuber
Gause, Matěj ; Sedláček, Jiří (advisor) ; Slaba, Jiří (referee)
The goal of the dissertation Marketing of PC game from the view of Youtuber is to characterize the latest practices in influencing masses of players of War Thunder PC game through video service Youtube and social network Facebook. This is a real project during which author created a large community of fans around the game counting more than 10 000 people on Youtube and almost 4 500 people on Facebook. Author applied the latest trends and the most innovative practices in connection with a traditional promotion of gaming content. This work shows that both channels can have a positive impact on the gaming company revenue from microtransactions based on freemium business model. Author also describes detailed and comprehensive view on one of the biggest gaming phenomenon in history.
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.
Setting of the virtual economy within the mmog
Husárik, Braňko ; Chlapek, Dušan (advisor) ; Svatoš, Oleg (referee)
The thesis is dedicated to the proper virtual economy setup of Massive Multiplayer Online Game to make the game competitive in this area to other products on the market. In addition to setting the economy on the example thesis includes a market analysis of computer and console games, comparison of virtual economy with real and comparison of the selected virtual economies based on defined criteria. The primary goal is to make a procedure for setting up the virtual economy and its verification. Another goals are the analysis of the games market, comparison of the games market economies and a demonstration of web game making. Game making is depended on its feasibility analysis, which is also included in the thesis. The work also verify the correctness of the settings according to the defined criteria.
Computer Games nad Simulation (oriented on MMOG)
Šach, Martin ; Rosický, Antonín (advisor) ; Brixí, Radim (referee)
The goal of this Thesis is not only a plain description of common characteristics of Massive Multiplayer Online Games (their sorting and conditions on where they run are included), but also their integration to the wider phenomenon -- to cyberspace. Cyberspace reference is present in all recommendations and game specifics. Cyberspace is it`s base ingredient, the authority, to which all those parts are revoking to. And here it comes our second and main goal. The need of integration of players to that virtual world. To seek her desires, her true nature. That maybe done by describing various game devices and methods of connecting users of those devices to the cyberspace, let alone by expanding reader`s horizons to places, not known to her. All that is lead by one effort -- that the person, who will read that Thesis carefully, will be able to answer the question, if players get exactly what they need. And she`ll be able to do that before reading to the end.

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