National Repository of Grey Literature 9 records found  Search took 0.01 seconds. 
Players View on Alternate Reality Games
Váňová, Anežka ; Švelch, Jaroslav (advisor) ; Fousek Krobová, Tereza (referee)
The thesis examines alternate reality games and their players. These games are distinguished by a specific form of narration called transmedia storytelling. This type of storytelling divides the game plot into many smaller pieces. Those reach players in the form of different media formats and through various media platforms. There are various puzzles and ciphers hidden within the snippets of the story. Players must solve them in hopes of getting along with the storyline. These tasks require a certain degree of cooperation between the participants, which commonly results in the formation of gaming communities. Players usually need only a smart device and an internet connection to be able to join the experience. The thesis aims to examine whether and how these games affect players in their daily lives, introduce the communities that arise during the games, and reveal the communication practices of its members. Finally, the thesis presents the roles that players take on themselves during the games and it shows the importance they see in the use of transmedia storytelling within alternate reality games. These games can have both positive and negative impacts on players' daily lives, although the represented positives outweigh the negatives. The gaming communities have two main functions, which are...
Comics Rychlé šípy in Mladý hlasatel and active audience
Mamulová, Martina ; Švelch, Jaroslav (advisor) ; Suk, Pavel (referee)
Diploma thesis "Readers of Rychlé šípy comics and Mladý hlasatel reader's clubs as an active audience" deals with a confrontation of modern theories of the active audience and reconstruction of active fans of comics Rychlé šípy which was published in th Mladý hlasatel magazine. Theoretical part of this paper characterize this magazine for children and its time context. I focused on a development of passive and active audience concepts. There are also introduced modern approaches to active audiences like produsage, collective intelligence and transmedia storytelling which are compared in the practical part of this work with the reconstructed activity of Mladý hlasatel readers. The target is to find the common features of this moderrn approaches in their activity. I also described the audience of the Mladý hlasatel in details and its types of activity. The very last part of this thesis is dedicated to Henry Jenkins' "fandom" as it was described in his piece Textual Poachers. I was able to find there many of the similar features of Jenkins' fan and fan of Rychlé šípy, although the Jenkins' book was published in 1992 and Mladý hlasatel in the thirties of twentieth century. My conclusion is that modern theories such as produsage, collective intelligence and transmedia stotelling do fit in many ways to...
The relationship between a computer game and its audiovisual pattern
Šírová, Tereza ; Šlerka, Josef (advisor) ; Šisler, Vít (referee)
Diploma thesis The Relationship between the Computer Game and its Audiovisual Pattern deals with the similarities and differences between the computer games and audiovisual works. The thesis presents some theories reflecting different points of view to the influence and blending of these media forms. Those theories are the base for a suggestion of typology of games and movies adaptations that were made according to a pattern. In each of three suggested categories, there are mentioned some particular examples of computer games that were inspired by movie or series and also examples of movies that were inspired by computer game. The final chapter is a case study which compares the computer game Lost: Via Domus to its audiovisual pattern - series Lost.
Transmedial storytelling of the Star Wars fictional world
Vitoušová, Valérie ; Švelch, Jaroslav (advisor) ; Jirků, Jan (referee)
In my thesis I focus on the problematics of the transmedia storytelling which can influence the original story, even if its main aim is to elaborate that story. Innterferencies can be done on the level of the very story or on the level of the theories,, which can be applicable on it. I'm using the example of Star Wars fictional world, to which theories of Vladimir Propp, Joseph Campbell, J.R.R. Tolkien can be applied, just as the concept of mythology created by Roland Barthes. I'm going to present how transmedia storytelling influences the original story, presented mainly by the film episodes and "G-canon", on the chosen examples of Star Wars transmedia. At the same time transmedia storytelling changes the meaning of the theoretical frames named above, which can be applied to the original story. My aim is to show that the impact of transmedia is much greater that it is usually presented.
Developmnent and characteristic of the media mix in Japan
Klozová, Dominika ; Švelch, Jaroslav (advisor) ; Švelch, Jan (referee)
The thesis is about development of the media mix in Japan and its characteristics from the history to the present. The core points are the key elements of the media mix - manga, anime and video games. These media are described within the historical context in connection with the media mix. Beside the historical development and interconnections of these media, the thesis compares the media mix with the term transmedia storytelling. It defines both of these terms and illustrates their similarities. Practical research shows concrete examples of media mix, their mutual comparison and classification within the defined terms of media mix and transmediality. This is achieved by selecting samples with different media source from the media mix that are used as a demonstration for the media mix or transmedia storytelling practices.
Narative struktur
Lišková, Tereza ; Kraus, Jiří (advisor) ; Švelch, Jaroslav (referee)
The topic of diploma thesis was to analyze the narrative structure and transmedia storytelling of Star Wars processed into a film by director George Lucas. The work is mainly focused on narrative analysis of both the original and more recent films and further analysis of transmedia narrative that makes Star Wars extend mainly into the field of literature and computer games. In addition to narrative analysis subject of the work was also the analysis of the fictional world where the story takes place. Another point of diploma thesis is to analyze transmedia narrative that makes the original Star Wars story transform into a books, computer games and more. The whole concept of Star Wars can be described as a modern narrative, moreover, whose stories are from the genre of science-fiction and take place in a completely fictional environment. During the analysis of narrative structures, author primarily used the classical theoretical literature about the narrative theory. For example the Morphology fairy tales from Vladimir J. Propp, according to which it is possible to extent the analyse of the original and other episodes of Star Wars. For analysis of transmedia storyteling was also used studies of Mary Laure Ryan, who discusses the possibility of altering the basic narrative in transmedia narrative. The aim of...
Transmedial storytelling of the Star Wars fictional world
Vitoušová, Valérie ; Švelch, Jaroslav (advisor) ; Jirků, Jan (referee)
In my thesis I focus on the problematics of the transmedia storytelling which can influence the original story, even if its main aim is to elaborate that story. Innterferencies can be done on the level of the very story or on the level of the theories,, which can be applicable on it. I'm using the example of Star Wars fictional world, to which theories of Vladimir Propp, Joseph Campbell, J.R.R. Tolkien can be applied, just as the concept of mythology created by Roland Barthes. I'm going to present how transmedia storytelling influences the original story, presented mainly by the film episodes and "G-canon", on the chosen examples of Star Wars transmedia. At the same time transmedia storytelling changes the meaning of the theoretical frames named above, which can be applied to the original story. My aim is to show that the impact of transmedia is much greater that it is usually presented.
The relationship between a computer game and its audiovisual pattern
Šírová, Tereza ; Šlerka, Josef (advisor) ; Šisler, Vít (referee)
Diploma thesis The Relationship between the Computer Game and its Audiovisual Pattern deals with the similarities and differences between the computer games and audiovisual works. The thesis presents some theories reflecting different points of view to the influence and blending of these media forms. Those theories are the base for a suggestion of typology of games and movies adaptations that were made according to a pattern. In each of three suggested categories, there are mentioned some particular examples of computer games that were inspired by movie or series and also examples of movies that were inspired by computer game. The final chapter is a case study which compares the computer game Lost: Via Domus to its audiovisual pattern - series Lost.
Comics Rychlé šípy in Mladý hlasatel and active audience
Mamulová, Martina ; Švelch, Jaroslav (advisor) ; Suk, Pavel (referee)
Diploma thesis "Readers of Rychlé šípy comics and Mladý hlasatel reader's clubs as an active audience" deals with a confrontation of modern theories of the active audience and reconstruction of active fans of comics Rychlé šípy which was published in th Mladý hlasatel magazine. Theoretical part of this paper characterize this magazine for children and its time context. I focused on a development of passive and active audience concepts. There are also introduced modern approaches to active audiences like produsage, collective intelligence and transmedia storytelling which are compared in the practical part of this work with the reconstructed activity of Mladý hlasatel readers. The target is to find the common features of this moderrn approaches in their activity. I also described the audience of the Mladý hlasatel in details and its types of activity. The very last part of this thesis is dedicated to Henry Jenkins' "fandom" as it was described in his piece Textual Poachers. I was able to find there many of the similar features of Jenkins' fan and fan of Rychlé šípy, although the Jenkins' book was published in 1992 and Mladý hlasatel in the thirties of twentieth century. My conclusion is that modern theories such as produsage, collective intelligence and transmedia stotelling do fit in many ways to...

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