National Repository of Grey Literature 24 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
Online Games Chat Reconstruction
Beran, Pavel ; Pluskal, Jan (referee) ; Veselý, Vladimír (advisor)
We live in modern times. We are surrounded by many different forms of information technologies. We watch movies, surf on the internet, play videogames and overall do lots of action that leave a trace in the cyberworld. This thesis investigates the possibility of using(playing) videogames as a decoy for getting involved in criminal activities, specifically MMORPG games, different ways of capturing and reproducing player´s chat communication. It also introduces a way to implement chat reconstruction module into Netfox.framework and other ways of communication visualisation.
Technology and Society - Online Addictions
Sarbassov, Timur ; Baumgartnerová, Alena (referee) ; Smutný, Milan (advisor)
Cílem této práce je prostudovat problematiku závislosti na internetu. Samotná práce je rozdělena do 3 částí: úvod, hlavní článek a závěr. Úvod vysvětluje globální posuny v komunikační technologii a jejich negativní a pozitivní účinky. V hlavní části se zabývám některými typy závislosti na internetu a způsoby, jak s nimi zacházet. Závěrem jsem shrnul tezi o příčinných a souvislostních vztazích závislých na internetu.
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.
Parental responsibility and netolism.
KUČERKOVÁ, Helena
The thesis deals with netolism and other risky behavior of children and adolescents on the Internet, points out the fundamental role of parents in this issue. It introduces the concepts of dependence, the family and parental responsibility. Attention is paid to addiction to social networking sites and online games and some other types of risky behavior on the Internet, e.g. cyberbullying, sexting, cybergrooming. The impact of excessive internet use on the development of children and adolescents is considered. The theoretical findings are supplemented by the view of social worker's of the Authority for Social and Legal Protection of Children and a non-substance addiction prevention worker of the Pilsen Region which was obtained by conducting semi-structured interviews.
Závislost na internetu jako téma zdravotní politiky
GLASER, Vít
This thesis deals with internet addiction and how it is reflected by selected health policies. The first part offers an analysis of the addiction itself. Attention is paid to its subtypes - online game addiction, pornography addiction and social networks addiction. The typology of addicts, causes, methods of measuring, diagnostics and as well as the impact of human life. The second part offers an insight into how four selcted countries (or international institutions) respond to the treat of internet addiction. It follows an approach in two asian countries (China, South Korea) where considerable attention is paid to the issue, including some controversial methods such as re-educational camps or legal restriction on the playing time. And situation in the West where such steps have not yet been taken.
Anglicisms in online video games in Spanish and in Czech
DUDA, Jan
The objective of our thesis is to describe the topic of anglicisms in the on-line videogames area used by spanish and czech gamers, which are analysed in the practical part. The thesis is divided into two parts: theoretical and practical. The theoretical part includes the definiton of anglicisms, on-line videogames, the issue of anglicisms in this area and also the mechanisms of adaptation in spanish and czech. In the practical part we deal with the analysis of anglicisms from the internet page twitch.com and corpus Araneum Bohemicum Maius and Araneum Hispanicum Maius. After the analysis of every anglicism follows a bilingual glossary and a summary in spanish language.
Close Social Ties and their Role in Virtual
Burešová, Lucie ; Tuček, Milan (advisor) ; Mitrenga, David (referee)
This thesis deals with the functioning of virtual communities in relation to social capital of their members gained in this environment. The issue of virtual communities is embedded in a broader discussion about the form of community life in modern society and about the impact of new media on social behavior, individual identity and association. Attention is paid to linking the virval environment with the real environment through offline meetings and how this affects social ties between users and life of community. Based on the case study of specific community formed around game-literary server www.darkage.cz, thesis analyzes the influence of close social ties between users on the functioning of the community within its evolution in time.
Role-playing in massive multiplayer online games
Mikoláš, Michal ; Tuček, Milan (advisor) ; Buchtík, Martin (referee)
The author deals with MMORPGs, a special computer game genre. MMORPGs are designed to host simultaneous playing of a large number of people. The key topic is role- playing, which occurs when the players accept a fictional role connected with their avatar. The text also includes description of the terms avatar, guilds, synthetic worlds, games and online games. The basic premise of this theoretically oriented work is that role-playing is not a homogenous issue and takes different forms as a result of the server/guild game style choice. The author collected data in World of Warcraft game environment. He created an avatar which helped him to observe actions of others while taking "field notes" and recording the chat communication of the players. The author compared data recorded while playing in two differently oriented guilds, which helped to create and describe basic definitions and forms of role-playing in online games.

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