National Repository of Grey Literature 21 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
Cultural Evolution of E-sports: Content, Context and Culture
Straka, Václav ; Reich, Pavel (referee) ; Ellederová, Eva (advisor)
Tato bakalářská práce se zabývá problematikou eSportů a s nimi spojenými kulturními projevy. eSport je pojem popisující hraní videoher na profesionální úrovni. Cílem práce je popsat vývoj komunity eSportů a současný stav této komunity v zemích, kde jsou eSporty nejpopulárnější. Úvodní kapitola se zabývá a historickým vývojem eSportů a následným vznikem profesionální hráčské základny. Následující kapitola popisuje stav eSportů a přístup veřejnosti k nim v zemích, kde je profesionální hraní populární. Další kapitola pojednává o žánrech videoher specifických pro eSporty. Každý žánr je podrobně charakterizován na základě specifických znaků včetně uvedení příkladů konkrétních populárních her v daných žánrech. Práce dále pokračuje popisem profilu profesionálního hráče a procesu, jak se stát profesionálním hráčem. Kapitola také analyzuje generovou a rasovou problematiku v eSportech. Poslední část práce se zabývá kulturním rámcem videoher a kategorizací eSportů.
VBA Application for Processing and Reporting of Organization Data
Malý, Michal ; Čubík,, Jakub (referee) ; Dydowicz, Petr (advisor)
This thesis deals with the creation of an application for data processing, adjustment and evaluation for Esport Student Association z.s. Moreover, it also deals with the company's analyses and their evaluation. This thesis consists of a theoretical part, analysis of the company’s current state and the proposal of solution for the said application.
eSports and its role in employer branding
Vu, Nghi Duy
This study investigates the impact on the Employer Branding of one company with the involvement in eSports. By understand the connection between eSports and em- ployer branding, company provides suitable strategy accordingly to increase their inner employer branding amongst the current employees, as well as increase the possibility to approach the potential talents. The investigated objectives of the study are rewritten to following research questions: (1) Do eSports fans prefer to work in company with involvement in eSports? and (2) What is the impact of eSports on Em- ployer Branding of one company? To achieve the objectives, the study released a practical survey towards eSports fans on social media platforms, and by applying statistical test: Chi-squared test of independence and analyzing the responded data, the answers are drawn. It is expected that through the study, company see the po- tential of eSports in the context of enhancing its employer branding strategy both internally and externally.
Návrh stolu pro hraní počítačových her
Tomaňová, Vendula
The thesis deals with user research and the subsequent design and implementation of a product, which is a gaming desk. The thesis aims to get inspired by the current representation of furniture for this specific sector on the market, as well as the requirements of a particular user group. Finally, it translates the result of the work, which is a gaming computer desk.
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.
The post-pandemic situation in czech esport leagues
Veverka, Martin ; Švelch, Jan (advisor) ; Fousek Krobová, Tereza (referee)
This thesis focuses on the phenomenon of esports, i.e. professional computer gaming, after the coronavirus pandemic. The theoretical part is devoted to the industry as such, focusing on the development of global esports, offline tournaments and broadcasting platforms. The practical part uses mixed-methods research to explore in depth the Czech esport, its transformation during the pandemic and its state in 2023.
Case Study of MADMONG as an example of marketing on Twitch
Pecíková, Laura ; Koudelková, Petra (advisor) ; Vranka, Marek (referee)
The aim of this diploma thesis is to identify which specific marketing tools were used by MADMONQ in order to reach its current stable position on Czech-Slovak gaming and streaming scene. The brand, originally a startup, became famous by bringing a whole new product to the gaming market, the first nutritional supplement made specifically for gamers. And its breakthrough was able to happen mainly thanks to the Twitch streaming platform. Therefore, the qualitative research of this thesis is set into a context of history and characteristics of Twitch, game marketing, the streaming phenomenon and influencer marketing. The research itself, which results in a complex case study, is based upon an in-depth interview with MADMONQ's founder and current CEO Michal Noga, on an analysis of the brand's online marketing tools, a SWOT analysis and on a survey in which streamers promoting products by this brand on their streaming channels took part. The case study is exposing the best and worst practices which led MADMONQ to its current position and explains the brand's communication strategy, which is from the very beginning focused on solely gamers, while striving to fulfill its mission that every gamer gives health the same amount of attention, they give to their hardware setup.
The influence of esport on man professional computer players musculoskeletal system in Czech Republic
Kovářík, Jan ; Vomáčková, Helena (advisor) ; Nováková, Tereza (referee)
Title: The influence of esport on man professional computer players' musculoskeletal system in Czech Republic Objectives: The main aim of the study is to determine the influence of esport on the musculoskeletal system of Czech professional computer gamers. The secondary objectives of the thesis include the introduction of this new popular sport sector, description of the most common musculoskeletal disorders and other health risks of esports players, identification of the exercise regime and lifestyle of Czech professional esports players compared to foreign players and description of ergonomics, preventive and compensatory mechanisms in esports. Methods: The special section contains a study that was conducted using a non-standardized questionnaire survey. The electronic questionnaire was distributed to Czech esports teams via email correspondence and the most used social platforms: Instagram and Messenger. A total of 88 responses were collected. The respondents were professional Czech computer gamers up to 35 years of age. The resulting data analysis was performed using analytic tools and descriptive statistics in MS Excel, one- and two- sample T-test and Pearson correlation coefficient. Results: There was no significant correlation between time spent playing esports and the incidence of player...
The physical discomfort mapping in connection with regularly esport activities in younger and older school age
Šámalová, Eliška ; Vomáčková, Helena (advisor) ; Nováková, Tereza (referee)
vi Abstract Title: The physical discomfort mapping in connection with regularly esport activities in younger and older school age. Objectives: The main aim of the diploma is to collect data from young Czech esport players about their physical discomfort in connection with regular practice of esport. Another partial goal is to propose a prevention of injury and a method of motivation for its practice. Methods: Data collection was obtained through a questionnaire survey. The esports players from the capital city of Prague, aged 11-16, from elementary schools and high schools participated. All surveys were anonymous. For a validation of the questionnaire a preliminary survey was compiled. Data from the modified questionnaire were processed using descriptive statistics in MS Excel. Results: 402 respondents, aged 11-16 (13.3 ± 1.269), including 258 males and 144 females, completed a questionnaire survey. The results of the study showed that there is a correlation between musculoskeletal pain and time spent on esports (P=0.0059 at a significance level of alpha = 0.05). More than half of the gamers (53%) regularly interrupt prolonged sitting during gaming sessions and 51% (n=207) of gamers reported being told how to sit. However, 68% (n=207) do not follow this recommendation. Most gamers of both younger and older...
The convergence of esport and streaming in professional trajectories on the Czech gaming scene
Jerman, Petr ; Švelch, Jan (advisor) ; Švelch, Jaroslav (referee)
The thesis focuses on the topic of the convergence of esports and streaming on the Czech gaming scene. Its aim is to find specific areas and activities which connect the two seemingly different, but closely linked areas of media entertainment and video game industry. The theoretical part presents the phenomena of esport and streaming, including both their unique connecting and dividing elements. The thesis focuses primarily on the role of streamers and streaming platforms in esports, but also on their common connection to media entertainment and creative work in digital or video game culture. In the research section, the data is collected using in-depth semi-structured interviews focused on streamers and esports participants or employees who have experience or operate within both industries. Subsequent data analysis and final discussion answer the established research questions. It thus uncovers common areas and activities that contribute to the convergence of esports and streaming. The thesis also addresses monetization methods as well as the current situation and working conditions in the Czech esports environment. The presented results point to the mutual cooperation between the two sectors, with an emphasis on the more independent role of streaming compared to esports, which in turn tries to...

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