National Repository of Grey Literature 27 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
Online Games Chat Reconstruction
Beran, Pavel ; Pluskal, Jan (referee) ; Veselý, Vladimír (advisor)
We live in modern times. We are surrounded by many different forms of information technologies. We watch movies, surf on the internet, play videogames and overall do lots of action that leave a trace in the cyberworld. This thesis investigates the possibility of using(playing) videogames as a decoy for getting involved in criminal activities, specifically MMORPG games, different ways of capturing and reproducing player´s chat communication. It also introduces a way to implement chat reconstruction module into Netfox.framework and other ways of communication visualisation.
Game Server
Drbal, Miroslav ; Smrčka, Aleš (referee) ; Hrubý, Martin (advisor)
This work is aimed to game server construction which is used as universal platform for creating and playing games. Technical demands which are issued on game server, nowadays game servers and their representants from the open source or commercial pool. This work is trying to analyze and solve some problems which you can challenge when you are trying to construct game server for moderate count simultaneously connected players.
Perception and preferences of gender in game character creation from a MMORPG player's
Malaťaková, Eva ; Fousek Krobová, Tereza (advisor) ; Švelch, Jan (referee)
This thesis focuses on the analysis of the connection between the choice of avatar gender in the game environment and the player's personality in the virtual world. The thesis focuses on the environment of online games of the MMORPG genre, more specifically on the game titles World of Warcraft and Guild Wars 2. The subject of the thesis is the experience of gender from the perspective of the players of these games and how the chosen gender influences their gaming personality. The research method used is qualitative analysis using semi-structured interviews. Interviews are conducted with eleven respondents over the age of eighteen who are active players of MMORPGs. Respondents expressed their reasons for choosing a particular gender and described how their choice influenced the personality of the character created. Thematic analysis is used to evaluate the interviews. The aim of this thesis is to find connections between the choice of a particular gender and the creation of a player personality in a virtual world. For the purpose of this thesis Bartle's test of gamer psychology is used.
Representational Roleplay in a Virtual World: Applying Dramaturgical Analysis to World of Warcraft
Špán, Adam ; Hájek, Martin (advisor) ; Kabele, Jiří (referee)
This thesis explores the possibilities of applying dramaturgical analysis to the virtual world of the computer game World of Warcraft. In this virtual world, some players engage in so-called representational roleplay. This is a complex social activity that entails a number of specific rules and practices. The aim of this thesis was to test the applicability of four different dramaturgical concepts (character, regions, scene, and exhibition) to actors' performances in the virtual world. The findings of this thesis are based on several months of ethnographic research and 16 semi-structured interviews. Analysis of these data revealed a number of similarities and a high degree of applicability of dramaturgical sociology to representational roleplay in the virtual world of World of Warcraft. The various dramaturgical metaphors were further extended to include new concepts in the context of the virtual world. These include the "character flaw" which consists of rejecting the consequences of fateful moments, "always IC" roleplayers who ignore the existence of a back region, the "immersive march" which describes the dramatic transitions between scenes, and the "exhibition with a passive curator" which reflects the distinctiveness of the curator in the virtual world.
Computer games addiction among pupils at second grade of selected primary schools
Zatřepálek, Jiří ; Vacek, Jaroslav (advisor) ; Vondráčková, Petra (referee)
The theoretical part of this thesis describes addictive behavior on the Internet and on- line games, the profile of the target group of students in primary schools in connection with a range of personality traits in terms of posing a risk of substance use. The purpose of the research thesis is the implementation of a questionnaire study on the prevalence of addictive behavior in using the Internet to play on-line games and identify links between this behavior and the various activities carried out on the Internet, sociodemographic characteristics, experience with substance use and risk factors for anxiety, hopelessness, search experiences and impulsivity. The basic set consists of all students 6 to 9 years of school districts in Kolin and Kutna Hora. The aim is to get around the 50 respondents showing signs of addictive behavior or threat of execution dependency behavior of the correlation study, the research file contains more than 600 pupils.
How doe's playing MMORPG influence mood of players
Kůra, Michal ; Lukavská, Kateřina (advisor) ; Hrabec, Ondřej (referee)
This bachelor thesis examines how doe's playing MMORPG game influences mood of the player. The main goal of research is to experimentaly verify if there is some mood boost caused by playing MMORPG game. This possible effect is examined via the BMIS questionnaire, which measures actual emotional state of player. BMIS questionnaires were administrated right before and after activity, to find out the difference caused by the activity. According to findings of this experiment playing MMORPG game significantly improves the mood, in comparison with watching documentary film. Some additional measures support the theory, that mood improvement during the game could be linked with development of the flow experience, which has, as some previous studies found out, higher probability to develop during playing MMORPG game then during other non-virtual leisure time activity such as watching documentary film.
Case study of friendship in MMMORPG games
Kolář, Šimon ; Pospíšilová, Marie (advisor) ; Blahovec, Václav (referee)
Bachelor thesis Case study of friendship in MMORPG Games aims to find out what meanings for MMORPG players have friendships within game, how these relationships are formed and what are the dynamics based on sociological theories of self-presentation. The theoretical part describes the concepts MMORPG, friendship and self-presentation and explanis context to the reader. At the same time it acts as a basis for the practical part of the work. Practical part presents the methodology of qualitative research based on interviews with informants. It further discusses the analysis of these interviews and their subsequent intepretation. The study shows that social relationships are important part of the game for MMORPG players. It also shows that personal contact is needed to establish a friendship.
Development of MMORPG games in a decentralized environment
Polák, Marek ; Gemrot, Jakub (advisor) ; Kratochvíl, Miroslav (referee)
This thesis examines methods which could be used for developing MMORPG games so that there is no single entity that could arbitrarily control game mechanics, virtual assets or other game aspects. The theoretical part systematically analyzes the usual aspects of MMORPG games, then the principles of decentralized cryptocurrencies are presented, and one of them, Ethereum, is analyzed in more detail. Based on this theoretical knowledge, methods are proposed on how to use Ethereum to implement the identified aspects of MMORPG games, and the restrictions which must be imposed on these aspects are recognized. The practical part then introduces a specific implementation of MMORPG game on Ethereum, which demonstrates the above methods. In conclusion, the chosen approach is compared to the games with a common client-server architecture, especially in terms of complexity and gaming costs. 1
Representation of Personality in the Online PC Game Lord of the Rings Online by linguistic and extraliguistic means
DOUCHOVÁ, Marcela
My Bachelor's thesis aimed at a standard lexical analysis carried out by the means of Del Hymes model. The MMORPG platform of the game Lord of the Rings Online served as a linguistic data collection point. Therefore, the analysis was one of mediated communication. The presented Master's thesis directly resumes the previous one. Mediated communication is even three years later still a widely discussed topic. Its understanding is deepening and its perception is continuously being refined. Nowadays, an analytical description of a linguistic phenomenon cannot be sufficient for an up-to-date thesis. Owing to recent research and new models of enquiry a deeper insight into the text is possible as well as message and communication analysis at a strictly quantitative level. Thanks to the work of people such as Joseph B. Walther, Daantje Derks or Victor Savicky one can immerse in a research reaching far beyond the linguistic element of the communication, and therefore start to examine the alluring paralingual depths inside the communication mediated via computers. Such a depth approach opens up a lot of questions. What exactly is hidden in the text? What information can be acquired through the text which is not communicated in primary code? This thesis formulates several research questions which crystalised out of my long-lasting experience with the game and the MESSAGE produced there. These questions are supplied with lingustic evidence available to the author. The presented thesis does not aim only at providing a handbook for using a specific type of communication. The aim comprises of a depth insight into the message and of finding proofs the message exhibits such traits which reveal its author. This thesis strives to prove that the product of mediated communication is capable of completing the notion of the communicating person at least as efficiently, though by different means, as the paraverbal means in face-to-face communication.
What makes a reasonable player: self-regulation, time perspective and habits in online gaming
Lukavská, Kateřina ; Chrz, Vladimír (advisor) ; Klusák, Miroslav (referee) ; Urbánek, Tomáš (referee)
The thesis concerns factors that affect the intensity of MMORPG playing and the gaming addiction symptoms. In the theoretical part, I discuss approaches to the excessive and problematic gaming. I argue for the shift of perspective from gaming addiction disorder toward self-regulation, time perspective, activity theory and habitual regulation. Two inventory-based studies were conducted in order to empirically verify the effect of proposed variables on MMORPG usage. First, the significant role of Time Perspective (TP), measured by Zimbardo Time Perspective Inventory (ZTPI), has been confirmed. Second, the habitual regulation had been identified to significantly affect the usage. The habits related to usage were measured by the new psychometrical tool - Cues Sensitivity Scale (CSS). TP and habits influence the usage together - the effect of TP is partially mediated through Cues Sensitivity as well as through the players' deliberate regulation of playing time. All measured variables showed stability in time (measured after three years in subset of respondents). Data was analyzed with statistical methods, mainly with Partial-Least-Squares Path- Modelling (PLS-PM). The part of the data - respondents' strategies of playing time regulation - were analyzed qualitatively.

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