National Repository of Grey Literature 93 records found  1 - 10nextend  jump to record: Search took 0.01 seconds. 
Evolution of video games and their impact on society
Kováčik, Dominik ; Rujbrová, Šárka (referee) ; Šedrlová, Magdalena (advisor)
Cílem této bakalářské práce je poskytnutí struční historie videoher a analyzování jejich vlivů na společnost. Tato práce popisuje vývoj videoher od jejich počátku až po rok 2010 a také problémy, kterým museli vývojáři videoher čelit během příznivých i těžkých období. Také popisuje některé video-herní periferie a zaměřuje se zejména na virtuální realitu. Analýza vlivu videoher na společnost je založena na několika důvěryhodných studiích vedených odborníky, kteří jsou uznávaní ve svých oborech.
Virtual World
Hamal, Jakub ; Heriban, Pavel (referee) ; Roupec, Jan (advisor)
The content of this thesis is to describe process of developing computer game and presentation of Unity3D game engine. Acquisition of knowledge is used to create simple application for PC. The first chapter of this thesis deals with describing proces sof komputer games developing, Unity3D game egnine and its Integrated Development Enviroment, known as Unity Editor is described in the sekond charter with other programs, uset to creating sample application. Last chapter deals with describing creation of application via using techniques and software, which are described in first two chapters.
Resilience and coping strategies of souls-like genre gamers
Bura, Jan ; Hrabec, Ondřej (advisor) ; Lukavská, Kateřina (referee)
The bachelor's thesis aims to find out whether there are differences in resilience and coping strategies between gamers - specifically between players of the souls-like genre and the normal population. To collect data, a questionnaire was constructed that included two standardized inventories, the Brief Resilience Scale (BRS) and the Brief-COPE. For the purpose of this thesis, the BRS-G inventory was also created, which is basically the BRS scale set in game environment. The questionnaire was subsequently posted to online forums and Facebook groups. Data was collected from a total of 147 respondents. Respondents were classified into 3 groups (souls-like gamers, regular gamers and non-gamers) based on time spent playing video games and preferences for the souls-like genre. The group of regular gamers was added as a control group to capture whether the difference between the groups was due to playing souls- like games or gaming in general. The Kruskal-Wallis test (i.e. a non-parametric version of ANOVA) and subsequent post-hoc tests were the main methods used to detect differences. Differences in coping strategies were minimal, almost nonexistent - the only significant difference was found in emotion-focused strategies, which was most likely related to gender (women showed higher values). In the area...
Evaluation of the Success of selected game skills in mens Volleyball extraleague
Toman, Jiří ; Vorálek, Rostislav (advisor) ; Petružela, Jan (referee)
Title: Evaluation of the Success of selected game skills in mens Volleyball extraleague Keywords: volleyball, serve, pass, success, player, team Objectives: The primary goal of this bachelor's thesis, was to comparison of two types of serves, namely jump float and jump spin serves and in addition, comparison of its passes. The secondary objective was the analysis of these two serves and reception of the ball which were assessted based on a scale of serve and a pass. Methods: To construct the analysis, data was collected and imputed to table using strokes. The data was obteined by closely monitoring games from match recordings. Furthermore, in order to analyse the data correctly, the game had to be split into individual sections of serves, passes and subsequent sets. The last method that was used in this work was the evaluatin scale, both for serves and passes. Results: The results were noted for clarity in graphs and tables, where they were commented.
The Phenomenon of RPG
BARFUS, Karel
The bachelor thesis deals with the phenomenon of tabletop RPGs. In the form of qualitative research, it explores topics identified in participatory observations and interviews with players. These topics include atmosphere, imagination, relationships between players and game characters and their mutual influence. Next, memories and experiences mentioned by respondents in relation to playing RPGs are discussed.
Comparison of the Origin and Course of Gambling Addiction in Video Lottery Terminal Players and Betters
HAMHALTEROVÁ, Jana
The diploma thesis focuses on the comparison of the origin and course of gambling addiction in video lottery terminal players and bettors. The theoretical part focuses on pathological gambling, types of gambling and the distribution of bettors and players of video lottery terminals, for which sociodemographic data, origin and course are described. The next chapters specify the concepts of treatment, relapse, recurrence, prevention and self-limiting measures. Then, the gambling games that predominate abroad and their preventive measures are compared. In the practical part, attention is paid to the methodology used, results, discussion and conclusion. The aim of the thesis is to describe and compare the origin and course of player dependence between video lottery terminal players and bettors. Following the aim of the thesis, two research questions have been chosen. The first question is, what is the course and origin of gambling addiction among video lottery terminal players? The second question is, what is the course and origin of gamblers' addiction? A qualitative research strategy is used to fulfil the goal. The method is a form of questioning with the technique of semi-structured interview and secondary data analysis. The set of informants consists of 12 players using a purposeful selection in the Prevent 99 Non-Substance Addiction Counselling Centre. It has been found that video lottery terminal players and bettors have similar characteristics of the course of gaming, but a different onset of gambling addiction. The reason may be online gaming. For common characters, there is a reason to replay. Different aspects can be seen in the origin, frequency or length of the overall game. In practice, it may be useful to know these details about groups of players and to work with them accordingly. The diploma thesis will be used for professionals who work or want to work with this target group and also for students.
Crossfit as a fitness training for ice hockey players
Jobek, Ondřej ; Pokorný, Ladislav (advisor) ; Chvostek, Lukáš (referee)
TITLE Crossfit as a fitness training for ice hockey players AUTHOR Ondřej Jobek DEPARTMENT Department of physical education SUPERVISOR PaedDr. Ladislav Pokorný ABSTRACT This work deals with a relatively new sport, which is called crossfit. Specifically, how to combine crossfit with fitness training in ice hockey. The first part of this work contains an overview of the necessary theoretical background. From the basic information concerning the fitness training of ice hockey players to the introduction of the current fitness phenomenon, which is called crossfit. The second part is a separate research. The research includes testing players according to Czech hockey fitness tests at the beginning of the training period without the use of crossfit exercises and at the end of the period, after the use of specific exercises. The results I obtained are then compared with the results from 2019. The result of this work was to determine whether it is appropriate to include crossfit in the pre-season training of ice hockey players. KEYWORDS Ice-hockey, crossfit, fitness training, motor skills, training unit, preparation period
The relationship of the toss to the success of the first service in tennis
Hrychová, Denisa ; Carboch, Jan (advisor) ; Kočíb, Tomáš (referee)
Title: The relationship of the toss to the success of the first service in tennis Objectives: The main aim of this work is to determine how the toss impacts the success rate of first tennis serve for both amateur and professional players. Methods: The initial data set was obtained by method of indirect observation using video recording of 8 professional and 2 amateur players. Each of them did 40 direct serves which were recorded and processed using Dartfish 10 software. Followingly the serves were sorted into categories - successfull, into net, out - long ball and out - on the side. Acquired data was processed using statistical (ANOVA) and effect size (Cohen's d) significance. Results: Based on substantive significance it can be said that for the y-axis the players only reached values of low effect with their serves. Larger effect of substantive significance, namely d=0.94, was reached by average values among serves which were played into the net or were out on the side. Balls, which were hit by professional at highest average hight of 273.7 cm ended up as long ball out. On the contrary, tosses hit at average distance of 63.7 cm from the baseline ended up in the net. A good serve was achieved at average distance of 61.6 cm from the baseline and at average hight of 272.9 cm. Keywords: tennis,...
Sport vs. eSport: motives of viewership from the fans' point of view
Hampel, Jiří ; Voráček, Josef (advisor) ; Jarošík, Richard (referee)
Title: Sport vs. eSport: viewership motives from the fans' perspective Objectives: The main aim of this bachelor thesis is to find common or different elements of sport and esports that motivate fans to watch it. The fulfillment of the main objective is preceded by the selection of appropriate motives. Subsequently, through proper and targeted exposure to individual motives, officials and individual managers can expand and manage the membership base. Methods: The research was carried out using a quantitative method of electronic questioning. An electronic questionnaire distributed through social networks was used to collect data, which enabled responses from 144 respondents. The research sample was composed of fans of sports and esports. Results: The research has provided a closer look at the motives that drive fans to watch sports and esports. The research also revealed the similarities between sports and esports industries, which will make it possible to apply marketing methods from sports to the emerging esports environment. The results of the research can also be used by marketers to select the most applicable themes and create targeted marketing messages. Keywords: fan, themes, tracking, player, games, claim

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