National Repository of Grey Literature 12 records found  1 - 10next  jump to record: Search took 0.00 seconds. 
Arcade cabinets
Holubec, David ; Maixner, Miroslav (referee) ; Vaněk, Vojtěch (advisor)
The work deals with the production and design of game cabinets as one of the ways to exhibit digital games.
Digital Historical Representations of the American Frontier Selected chapters from Red Dead Redemption 2
Klabačka, Tomáš ; Kremer, Jan (advisor) ; Foltýn, Dušan (referee)
This thesis deals with the video game Red Dead Redemption 2. In the theoretical part, I discuss popular history in general, and present other game and film western theme titles. This is followed by a section dedicated to the development studio Rockstar Games and the Red Dead game franchise. I am describing the history of the studio and its other work, and introduce the game titles belonging to the mentioned series - from development, to story and reviews. In the practical part, I am making a detailed analysis of RDR2 and futher I going to focus on comparing this title with other westerns released in the 21st century. I will compare four areas. These are: cowboys, natives American, women and children. The objective of my work is firstly to present one of the ways in which a historical video game can be analysed. Secondly to offer a comparison of what is portrayed in contemporary westerns. For example, what these titles present the same or at least in a similar way, and what, on the other hand, they do not agree on at all. KEYWORDS Videogames, historical game studies; popular history; American frontier; native Americans; cowboys; 19th/20th century; Red Dead Redemption; Rockstar Games
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.
Persistence of gamers when faced with failure
KYSLÍK, Filip
Alongside gaming topic recently emerges a so-called gaming paradox, which describes a situation when players persist in gaming even though they are facing failures. This work then assumes, that the reason lays in players themselves, who are persistent in first place, and thus this persistence could be observed even outside the videogame environment. The aim of this thesis is to present a research design and thus all the necessarily instruments, that can be used to measure such possible persistence. The first part of the thesis introduces existing concepts of persistence, and also presents several gaming situations, where persistence is required. The second part presents a detailed research design, that allows measuring persistence among different groups of participants. For this purpose, a special instrument (computer-administrated application called ART) was created in order to measure persistence in it's performance-based form, and of which Czech version had not existed up to this point. The main outcome of this thesis is thus not only the pretty much complete research design but also a unique Czech version of ART application for measuring persistence and whose possible future utilization is not even solely bind just to this specific work.
Arcade cabinets
Holubec, David ; Maixner, Miroslav (referee) ; Vaněk, Vojtěch (advisor)
The work deals with the production and design of game cabinets as one of the ways to exhibit digital games.
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...
Media image of gamers in czech mainstream and gaming media: during 2016 - 2018
Němečková, Petra ; Halada, Jan (advisor) ; Křeček, Jan (referee)
The thesis deals with the image of gamers in Czech media, specifically in the most read daily newspapers. Videogames are still a rather marginal topic within the Czech society, gamers are perceived as weird and socially isolated individuals, and in the worst case they are described as addicted and aggressive. Predictions for the future say that digital games will become a regular part of our lives, but before this happens, I set myself the goal to find out how contemporary Czech media depict people who like to play videogames. This task is important because, whether we want it or not, media represents a reflection of our society and it is also an element that can influence public opinion to some extent. However, if there is a goal to educate public sphere or change the perception of the gaming community, it is necessary to find out what is the current situation among the Czech society. In the theoretical part I deal with the environment in which the media texts are created and their impact on the recipients of the given content. At the same time, I also explain to the reader how gamers really look like. The practical part examines the seven most widely read Czech newspapers Aha!, Blesk, E15, Hospodářské noviny, Lidové noviny, Mladá fronta DNES and Právo. These are the best newspapers when it comes...
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.
Trends in marketing of computer games
Němečková, Petra ; Klimeš, David (advisor) ; Vranka, Marek (referee)
1 Abstract This bachelor thesis deals with marketing of computer games with a focus on promotion. The game market is currently over-saturated, and companies are looking for ways to design and communicate their product in order to differ from a huge amount of similar titles. At first, the work focuses on the marketing mix of digital games, describing the specifics of the product of this market, the way of financing and the distribution channels, and introducing the reader to the new area of digital distribution. It is also necessary to define consumers and fans in order to complete the mix. Then, the work focuses on promotion, which is examined in detail through the framework of the communication mix. For the needs of the work, the mix was extended in the field of online communication and community work. The thesis asks in which way the games are specific, and how their communication is different. The work shows trends in communication, and at the same time demonstrates trends in the practical part. This part consists of a case study on the Witcher III: the Wild Hunt. Theoretical knowledge is linked to practical use here. Theory is also tested by a questionnaire survey that identifies what communication activities were so significant that they captured the player's attention. The work summarizes marketing...

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