National Repository of Grey Literature 11 records found  1 - 10next  jump to record: Search took 0.01 seconds. 
Mobile App with Predictions of e-Sports Matches
Věčorek, David ; Szentandrási, István (referee) ; Herout, Adam (advisor)
E-Sports, also known as progaming (professional gaming) has grown a lot in the last few years. Professional gamers are regularly attending tournaments watched by hundreds of thousands of fans and with prize pools of millions of dollars. There are many video broadcasts of those events and recently betting on e-Sports has also become available. The main goal of this thesis was to create a mobile app for OS Android, which aims to utilize this growth and create a service of providing predictions of results of the e-Sports matches, similar to that existing in regular sports. The application in its current form receives the predictions via Google Cloud Messaging service and shows an Android notification on their arrival. The predictions are then stored on the device into SQLite database so they are available for further view and filtering. After the matches are finished, their results are shown in comparison to the predictions and balance of the predictions is calculated. Users can display information about their subscriptions and predictions under that subscriptions. The app was created in Android Studio IDE with appearance based on the material design guidelines. The app was tested on several devices of different brand and Android version, then it was placed on Google Play for open beta testing. In the future the app will be offered to the users of the service of providing predictions of results of the e-Sports matches.
Business Plan for E-shop
Martof, Jan ; Šelešovský, Vít (referee) ; Chlebovský, Vít (advisor)
The focus of this bachelor thesis is design of business plan for realization of e-shop oriented on selling clothes of custom brand. Theoretical knowledge and general analysis are applied as a basis for practical part of thesis. Economic evaluation and actual realization of the e-shop represent the output of this work.
Psychology in the context of progaming
STANĚK, Jakub
The aim of dissertation thesis is to map the challenging situations that professional, and semi-professional digital game players may encounter and which create psychological pressure on them, and at the same time to reveal whether there are any psychological specificities in performance gamers, i.e. to try to map their psychological profile. Closely linked to both of these themes are the psychological needs of gamers and psychological support. Data were collected using a battery of psychodiagnostic methods, a self-constructed questionnaire and semi-structured interviews with players and coaches from Czech professional organizations. In total, the research sample consisted of 45 professional and semi-professional players and 5 coaches. The comparison group was composed of 183 leisure players. The results showed that professional players are mostly introverted with a high orientation towards the outcome of their efforts and a high-performance orientation. At the same time, they showed lower levels of social interactions outside their team. It was also possible to identify challenging situations that stem from training, matches, the team and the player's career. To cope with these, the skills of managing stress, communicating effectively, controlling emotions and acting in a disciplined manner are crucial for players. Psychologists can help players with these aspects, and their work in progaming should consist of individual consultations with players and coaches, group work with the team, and education and skills training. A comparison of studying and nonstudying progamers showed that full-time study supports the social component of players' lives, but the current parameters of schooling and the conditions for obtaining an individual study plan are not suitable for a combination of study and professional gaming.
Marketing Communication within the Czech eSports Scene
Pokorný, Ladislav ; Klabíková Rábová, Tereza (advisor) ; Báča, Ladislav (referee)
The thesis deals with the phenomenon of electronic sports in the Czech Republic and examines how the participants of the Czech esports scene use marketing and communication tools. The theoreticalpartdefinesthe term computergame,esportsand explainsthe principle of an esports scene on the example of a specific game. The subsequent chapter then describes the theoretical foundations of marketing, which are studied further in the thesis. The practical part first introduces the local esports scene, its history, and participants, and then describes the communication activities used by these participants. Based on the interviews and analysis, it was found that the marketing communication of the participants of the local scene is on a professional level and corresponds to international standards.
The development and structure of progaming and its importance in the contemporary world
Puharič, Petr ; Přibil, Jiří (advisor) ; Bína, Vladislav (referee)
The aim of this work is to describe progaming scene development since its beginings till present days. Also I would like to focus to progaming importance for current world. To achieve this goal I analyse individual years since 1997 till 2016 and I sumarize state of the current progaming scene. In this work I describe professional players chracteristics and I also describe various game types, some individual games, competitions, tournaments... In analysed years there are described prize money, players counts in tournaments and coutnry origins of players. In conclusion there is shown development of these statistics in the whole analysed period of time. Outcome of the statistics development in time is detailed overview of progaming scene including its current importance.
Possible application of e-Sports on Czech television
Juna, Petr ; Štoll, Martin (advisor) ; Chladová, Marta (referee)
The bachelor thesis deals with the question of the possible involvement of electronic sport or e-Sport in the broadcast of Czech Television. E-Sport is a rapidly growing sector that attracts especially the younger part of the population. This phenomenon is tracked by millions of people around the world, and its popularity is expected to rise further. In the United States, e- Sport is already included among the sporting industries that can help players to get a college scholarship or easier entry into the country. In South Korea, where e-Sport is one of the largest social themes, players are celebrities and this year's presidential election has shown how important part of culture is progaming for this country. Even in the Czech Republic, e- Sport is already being broadcast, quite successfully on the Prima COOL channel. I also considered the possibility of engaging based on research that Czech Television itself is making every year. Concerning the average weekly intervention and whether the audience is offered programs "appropriate to their tastes and interests", it became clear that Czech Television had relatively low weekly coverage and content satisfaction among spectators from 18 to 24 (or 35 years of age respectively ). If the public broadcasting media were to decide, it could increase their audience...
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
eSports in the world and the Czech Republic
Jeřábek, Matouš ; Přibil, Jiří (advisor) ; Novák, Michal (referee)
The main goal of the thesis is to describe eSports in the world and the Czech Republic. On the other hand the thesis shows MOBA games, their differences from another genres and their prestige. In the Czech republic I found out interview with gaming managers as the best option.
Mobile App with Predictions of e-Sports Matches
Věčorek, David ; Szentandrási, István (referee) ; Herout, Adam (advisor)
E-Sports, also known as progaming (professional gaming) has grown a lot in the last few years. Professional gamers are regularly attending tournaments watched by hundreds of thousands of fans and with prize pools of millions of dollars. There are many video broadcasts of those events and recently betting on e-Sports has also become available. The main goal of this thesis was to create a mobile app for OS Android, which aims to utilize this growth and create a service of providing predictions of results of the e-Sports matches, similar to that existing in regular sports. The application in its current form receives the predictions via Google Cloud Messaging service and shows an Android notification on their arrival. The predictions are then stored on the device into SQLite database so they are available for further view and filtering. After the matches are finished, their results are shown in comparison to the predictions and balance of the predictions is calculated. Users can display information about their subscriptions and predictions under that subscriptions. The app was created in Android Studio IDE with appearance based on the material design guidelines. The app was tested on several devices of different brand and Android version, then it was placed on Google Play for open beta testing. In the future the app will be offered to the users of the service of providing predictions of results of the e-Sports matches.
Business Plan for E-shop
Martof, Jan ; Šelešovský, Vít (referee) ; Chlebovský, Vít (advisor)
The focus of this bachelor thesis is design of business plan for realization of e-shop oriented on selling clothes of custom brand. Theoretical knowledge and general analysis are applied as a basis for practical part of thesis. Economic evaluation and actual realization of the e-shop represent the output of this work.

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