National Repository of Grey Literature 11 records found  1 - 10next  jump to record: Search took 0.01 seconds. 
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.
Targeting of MOBA video games on female players and their perception of the targeting
Konopásková, Michaela ; Rosenfeldová, Jana (advisor) ; Houdek, Petr (referee)
The diploma thesis Perceptions of MOBA video game targeting of women and gender aspects manifested in gaming behaviour focuses on the behavior of women in the gaming environment and three popular MOBA games - League of Legends, DotA 2 and Heroes of the Storm in the theoretical part. In this section, gender, gender stereotype is also defined and the sexualisation of female avatars is approached. In the practical part, the collected data is analyzed using thematic analysis and open coding. The aim of the research is to approach the influence of female gender on the gameplay behaviour of women in MOBA video games and to analyse the way MOBA games target women. The results show the significant importance of socialization for female gamers' gaming behavior, the negative influence of toxic environments within the community, the lack of targeting of women in MOBA games, and the influence of avatar design and abilities on their selection. The main contribution of this thesis lies in the investigation of women's gaming behaviour in the context of MOBA games and the implementation of the research in a Czech gaming environment. The practical contribution of the thesis can be seen in the introduction of women as a potential target group for brand promotion and further communication with potential customers in...
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.
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...
Esports team as a tool of marketing communication
Zeman, Ondřej ; Koudelková, Petra (advisor) ; Halada, Jan (referee)
The thesis Esports team as a tool of marketing communication describes the phenomenon of electronic sport and its possible usage as a tool of marketing communication. The goal of the thesis is to describe possibilities that can be used by brands to reach a new relevant audience - gamers or fans of competitive gaming. The first part of the thesis, the theoretical chapter, focuses on describing terms from gaming or esports. That should help to understand the environment and audience of this kind of communication. The history of esports, main social media, and platforms or games are described there as well. In the analytic part, the thesis focuses on case studies of the esport team eSuba and their impact on client's marketing communication in 2021 and it also analyses interviews with selected representatives of esports organizations. In the end, the thesis should be a recommendation for communication experts who want to use the esports team to promote the brand.
Addiction overalp: substituting drug use by gaming from the perspective of users
Daňková, Marie ; Vacek, Jaroslav (advisor) ; Janíková, Barbara (referee)
v aj Background The problem of substance addiction replacement to another type of addiction is a well-known phenomenon. What is the perception of respondents' eyes on the shift from substance addiction to computer gaming? Exploring the issue of substance use substitution and the process of replacement, the reasons, mechanisms and circumstances of addiction rplacement from the subjective perspective of users. Formulation of objectives, methodology, research population Qualitative research was conducted. Interviews conducted in the form of narrative analysis, supplemented by semi-structured interview. The research population consisted of a mixed sample of five respondents with a positive substance dependence that was not of active duration and a current experience of computer gaming that may not have met the criteria of dependence. The questions were aimed at understanding the process of addiction replacement from substance dependence to computer games through the users' perspectives. The main results Respondents found the same manifestations in computer gaming as in substance addiction. Compared to substance addiction, they perceived an addiiction replacement to computer games with less detachment. It was not possible to describe the replacement phases because it is a gradual process that the...
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...
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.
Chronological history of level and score gaming magazine
Möwald, Jaromír ; Švelch, Jaroslav (advisor) ; Kučera, Štěpán (referee)
The theme deals with the basically unknown history of Czech gaming magazines Level and Score, which were published (and are published) over the years from 1994 to 2010. As far as I'm concerned, no student has ever attempted to analyze their market position, causes of the eventual end and the causes of success. My work has a goal to determine the cause of the success of these two magazines, contact those persons, which were involved in the production of magazines, make in-depth interviews about their past work and the overall functioning of the magazines, breaking down the specific causes of eventual fall of the magazines from available sources and explain why the magazines remained on the Czech market until today. The result should be a structured overview of both magazines, their insertion in the historical timeline and an interesting insight into their functioning.

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