National Repository of Grey Literature 6 records found  Search took 0.00 seconds. 
RPG as a narrative medium
Slavík, Petr ; Švelch, Jaroslav (advisor) ; Hrdina, Matouš (referee)
This bachelor's thesis deals with narrative in video games, specifically in RPGs and its "hybrids". Theoretical part presents selected concepts of game studies and narratology, which are used as a base for a possible method of analysis in the practical part of this paper. This method is demonstrated using four examples to form four short case studies.
Media presentation of Kingdom Come: Deliverance videogame in selected media
Pražák, Ondřej ; Krobová, Tereza (advisor) ; Halada, Jan (referee)
This diploma theses focuses on the issue of game studies and examines its connection with the news media. The relationship between these areas is analysed on the case study of the computer game Kingdom Come: Deliverance that reached international success. This study uses content analysis to identify the presence and way of presentation of this game project in the Czech Television news since 2014 to 2019. Regarding the international success of the game, I presume that not only the game itself but also the gaming industry as such might been more captured in the news. In addition to the analysis of media mentions of the game, the work also focuses on their contextual framework and context in which the Czech project was discussed. In addition to quantitative research on Czech Television news, the work is supplemented by a comparison of Czech and foreign reviews, which provides a broader view not only of a different approach to the game in the Czech Republic and the world, but also outlines the importance and relevance of the game itself. Key Words Kingdom Come: Deliverance, Game studies, Czech PC Games, media analysis, quantitative research
Representation of historic events in the game series Total War
Mokriš, Radek ; Švelch, Jaroslav (advisor) ; Švelch, Jan (referee)
komerční hry. Zaměřuje se na jejich korespondenci s prezentovanými historickými událostmi a výukový potenciál. Práce vznikala v roce 2017 na základě vědeckých prací Bogosta, Chapmana, Juula a dalších, či vlastním výzkumem podpořeným dotazováním respondenty. V úvodní části se autor zaměřuje na dostupnou teorii a poznání jednak v oblasti výuky u her, jednak v oboru herních studií. V následující části se zabývá metodologií diplomové práce, průběhem vlastního výzkumu a dotazníkem. Autor se snaží komerčních her, vnějších vlivů, které formují jejich podobu a přístupu hráčů k tomuto žánru her. Zároveň se snaží zodpovědět otázky "do jaké míry jsou tituly série vzdělávací a jaký je vztah hráče a komerčního obsahu?" V předposlední části diplomové práce autor pracuje s historií prezentovanou akademickými odborníky. Následně podrobuje herní verzi srovnání a zabývá se také reprezentací historie v dalších typech médií. Na závěr seznamuje autor s povídá vytyčené otázky. V neposlední řadě pak na základě výsledků dotazování prezentuje vztah a vliv vybraných her na hráče.
RPG as a narrative medium
Slavík, Petr ; Švelch, Jaroslav (advisor) ; Hrdina, Matouš (referee)
This bachelor's thesis deals with narrative in video games, specifically in RPGs and its "hybrids". Theoretical part presents selected concepts of game studies and narratology, which are used as a base for a possible method of analysis in the practical part of this paper. This method is demonstrated using four examples to form four short case studies.
History of the Production and Context of Adventure Computer Games in the Czech Republic
Raková, Michaela ; Švelch, Jaroslav (advisor) ; Jirků, Jan (referee)
The thesis deals with the historical development of computer adventure games in the Czech Republic. It focuses on the period that started in 1994 with the production of the first commercial PC game Tajemství Oslího ostrova (The Secret of Donkey Island), and ended in 1998. It also touches an earlier period and factors that influenced the production of the adventure genre in the nineties. Researched titles belong to the genre of 2D point-and-click adventure. The paper brings the analysis of the games according to the theories of game studies, context of their production, information about their producers and analysis of the feedback in the press that focused on computer games. The thesis tries to identify the common features of the first commercial PC games thanks to which the games became very popular in the nineties and also describes the obstacles that the first producers had to overcome in the post socialistic country. At nearly twenty titles the paper tries to reveal the new elements that showed in the historical development of the adventure games and also to describe the differences among monitored titles. The sources of information for the thesis were both the literature, which dealt with computer games, and the interviews with the developers, game designers and distributors who focused on the...
Interactive Narrative as a Mean of Analysis in Electronic Videogames
Csémy, Miklós ; Říha, Daniel (advisor) ; Brejcha, Jan (referee)
1 Abstract: This thesis is focused on researching options of analysis in electronic videogames, using the concept of interactive narrative. In analysis, the electronic videogame is always encountered as an individual piece of work. The thesis describes the model of interaction between the player and the electronic videogame based on existing psychological literature. The interactive narrative is used to describe the structure of the electronic videogame. The analysis happens on two levels. The first level is based on the game code, which is seen as the sum of options which may be actualized in the process of interaction. The thesis refers to this as the predisposed narrative. The second level lies in the moment of interaction itself, where the result of player's activity leads to representation of some of the aforementioned options and disregard of others. This concept helps solve the question of narrativity in electronic videogames by differentiating the fabula, which is the work of the original game maker from the interactive narrative, which encompasses both the predisposed narrative and its actualization.

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