National Repository of Grey Literature 3 records found  Search took 0.01 seconds. 
The impact of video game avatars on the motivation to play and consequent purchases in it
Rosová, Sylvie ; Fousek Krobová, Tereza (advisor) ; Švelch, Jan (referee)
This diploma thesis deals with the topic of game avatars and their influence on the motivation to play the game and subsequent purchases in it. The topic is first grasped theoretically, and the studies and research of previous authors are presented and analysed. The importance of avatars in video games, as well as the process of their creation, is explained in more detail. The work also discusses the relationship between the player's real and online self and tackles the topic of social identity. In the area of motivation to play, the paper analyses the individual motivators identified by previous studies and then focuses on two important factors associated with the avatar, which are identification with the avatar and immersion in the game. In the section dedicated to in-game purchases, the microtransaction system is explained and the reasons for in-game purchases are discussed. The practical part follows on the theoretical part and places the topic in the Czech environment, while examining and describing the way in which avatars, their design, functions and processing, influence the motivation to play the game and subsequent purchases in it. The practical part first analyses the behaviour of players when editing avatars and then when purchasing virtual items for them. The obtained data finally...
The relationship of impulsivity, in-game purchases and game patterns with symptoms of problematic gaming (IGD) in smartphone gamers
Linhart, David ; Lukavská, Kateřina (advisor) ; Vanek, Marián (referee)
This thesis examined predictors of Internet gaming disorder (IGD) and tried to verify, based on quantitative research, its relationship with impulsivity, in-game purchases within a specific free-to-play RPG game and game patterns (frequency of logins during a day, level of participation regarding game events and a period of playing a specific game) in smartphone gamers. The relationship between impulsivity and in-game purchases was also examined. Firstly, in the theoretical part, the theory of behavioural addiction was introduced, attention was then dedicated to characterization of IGD, its current conceptualization, topical model of development and maintenance, prevalence, consequences and etiological factors, after that, factors researched in this thesis, were theoretically explained. Cross-sectional design was used to examine these relationships by sending questionnaires to Czechoslovak gamers using a channel in an app Discord. Impulsivity was measured by a short version of a UPPS-P scale, to measure Internet gaming disorder an IGDT questionnaire was used, while in-game purchases were measured by self-categorization inspired by previous research and new questionnaires were created for game patterns. To analyse the data t-tests, ANOVA, correlation analysis, linear regression and binominal...
Audio-visual representation in loot box mechanies in video games
Torres, Christopher ; Švelch, Jaroslav (advisor) ; Vranka, Marek (referee)
The thesis deals with a visual and sound interpretation of a loot boxes opening process in selected video games from the semiotic point of view. The theoretical part deals with history of additional monetisation on the games market, a loot box concept and semiotics as a science. Due to raising costs of games designs together with big companies investors' expectations, the games publishing houses try to obtain further incomes. Therefore, additional monetisation in a form of in-game shops is a growing trend and it is often accompanied by loot boxes. They represent a form of gamification of virtual assets purchase through a random chance to obtain assets both with lower and higher prices than the original deposit. Frequent use of these on the games market brought many waves of criticism and not once a controversial situation in which the designers were accused of hidden gambling mechanics implementations in games for teenagers. The practical part analyses loot boxes behaviour in games, describes common features and differences and looks for the most probable way of objectives and meanings of notifications explanations interpretation which the designers attempt to relay. The surveyed titles were selected on the basis of active players, genre and price. It goes through individual aspects of loot boxes...

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