National Repository of Grey Literature 21 records found  1 - 10nextend  jump to record: Search took 0.01 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.
Information System for the Game World of Warcraft
Klementová, Martina ; Koutný, Jiří (referee) ; Lukáš, Roman (advisor)
This Bachelor work deals with the development of information system for the game World of Warcraft. This system is designed for the people dealing with administration and development of the server that allows the player to play this game free of charge. The work is mostly designed as an extension of the existing system, with the possibility, to extract the required data, from other similar web sites and their processing and saving into our game server database. It also allows usage of a tool analysing presence of a vulgar expressions in communication channels, used by the players and bans the violator temporarily from playing the game upon finding a word contained in a dictionary of vulgarisms. The following programming languages were used for the system implementation: HTML, CSS, PHP, Javascript, AJAX and MySQL.
Ethnographic study of Role-playing in World of Warcraft
Dušek, Ondřej ; Švelch, Jaroslav (advisor) ; Reifová, Irena (referee)
This thesis explores the almost unexplored phenomenon of role-playing in the MMORPG video game genre, focusing specifically on role-playing in World of Warcraft (WoW). Its assumption is that although players of this genre overwhelmingly focus on the gameplay aspects of the game, role-playing in MMORPGs exists and takes place as an activity of the fringe culture of players. The aim of this thesis is to investigate this phenomenon in WoW, to find out how role- playing in the game takes place and what artificial reality role-playing participants create in the virtual world of the game, and also to define this phenomenon as a form of role-playing The theoretical part of the thesis is divided into three segments. The first segment deals with role-playing itself and the role-playing game (RPG) genre, which is superior to the MMORPG subgenre. The second segment delves into the known knowledge about role-playing in MMORPGs, and the third describes the examined game WoW. In order to fulfill the goals of this thesis and answer the research questions, ethnographic procedures are used in the research part, by which the author of this thesis infiltrates the virtual role-playing environment in WoW and actively participates in the events, which he further describes and analyzes. Based on the analysis of field...
Word-formation processes used by players of online games in writing
KUKAČKA, Tomáš
The content of the bachelor thesis consists of the analysis of word-formation processes used in Internet communication. The bachelor thesis is divided into the theoretical and practical part. The theoretical part focuses on word-formation processes used in English with an emphasis on shortening and abbreviation, as these two processes are being the most often used in Internet communication. Furthermore, the thesis briefly describes the environment of the game World of Warcraft and the communication of its players. The practical part is based on a corpus of data obtained from the game channel called "world chat", where the majority of players' communication takes place. The corpus itself is created using the LancsBox software, which is used to compile a list of the most frequent words used by players, for which their word-formation process is determined. The research aims to compile a ranking of the most frequently used word-formation processes by players.
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.
Role-playing in massive multiplayer online games
Mikoláš, Michal ; Tuček, Milan (advisor) ; Buchtík, Martin (referee)
The author deals with MMORPGs, a special computer game genre. MMORPGs are designed to host simultaneous playing of a large number of people. The key topic is role- playing, which occurs when the players accept a fictional role connected with their avatar. The text also includes description of the terms avatar, guilds, synthetic worlds, games and online games. The basic premise of this theoretically oriented work is that role-playing is not a homogenous issue and takes different forms as a result of the server/guild game style choice. The author collected data in World of Warcraft game environment. He created an avatar which helped him to observe actions of others while taking "field notes" and recording the chat communication of the players. The author compared data recorded while playing in two differently oriented guilds, which helped to create and describe basic definitions and forms of role-playing in online games.
Trolling in online games in relation to gender
Terzičová, Nikola ; Hájek, Martin (advisor) ; Mitrenga, David (referee)
The thesis consists of 3 parts, the theoretical part, the methodology and the analytical part. He tries to analyze trolling in the Czech and Slovak online environments, specifically in World of Warcraft. The work focuses on topics such as the specifics of virtual space, virtual identity and gender stereotypes here. He is framed in the Erving Goffman On Face-Work theory, drawing information from the theory on personal interaction behavior and comparing them with interactions in the World of Warcraft environment. Using qualitative methods and chat analytics provides a view of trolling in on-line environments, a typology of trolling actors, their strategies and resources from which they draw their provocations.
Psychopathological characteristics of MMORPG players and the occurrence of addictive behavior: a correlation study
Hetzerová, Lucie ; Vacek, Jaroslav (advisor) ; Vondráčková, Petra (referee)
In clinical practice, sufficient attention is paid to the substance dependencies in many respects. Despite being similar to these dependencies, the issue of "activities, behavior, processes" is often left aside. This work deals with online computer games, mostly with the World of Warcraft (WoW), because there are players who may have a problem not only in relation to addictive behavior. The aim of the research was to describe the psychopathological characteristics of MMORPG players and describe the connection between their occurrence and the rate of reported addictive behavior. Participants were MMORPG active players recruited by self-selection based on addressing through online discussion forums, facebook pages and e-mail snowball. The minimum range of subjects was set at 100 players. Tool for gathering data was online questionnaire. The results were determined using descriptive- analytical and mathematical statistics with the help of SPSS software. The final group consists of 243 respondents, of which 216 are men (89%) and 27 women (11%). The age range of the respondents is between 10-56 years, the average age is 22 years. 185 respondents (76%) considered WoW as being their first choice game. Of 243 respondents 23 (it is about 10%) have shown addictive behavior (including 22 men and 1 woman)....

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