National Repository of Grey Literature 54 records found  1 - 10nextend  jump to record: Search took 0.01 seconds. 
Video Games Localisation
Novotný, Tomáš ; Walek, Agata (referee) ; Šťastná, Dagmar (advisor)
Tato bakalářská práce se zabývá historií a problematikou lokalizace videoher. Práce se skládá ze dvou částí. První je teorie, která bude obsahovat počátek počítačových her až po přítomné videohry. Zároveň se bude zabývat lokalizací a problémy, které okolo ní jsou. Bude obsahovat termíny, které doprovází lokalizaci videoher jako jsou například transkreace, internacionalizace, uživatelské rozhraní, herní kód a spoustu dalších. Ukáže důležitost, proč by si měly společnosti dávat pozor na odlišnosti v kulturách a jaké mohou být následky. Druhá polovina se bude skládat z praktické části, kde se budou porovnávat různé hry a jejich způsob lokalizace.
Speech Acts in Videogames
Šurýn, David ; Zmrzlá, Petra (referee) ; Sučková, Magda (advisor)
This bachelor thesis introduces a new approach of classifying interactions in video games based on the interaction between addressor and addressee and includes an analysis and comparison of speech acts in video games Life Is Strange and Call of Duty. This classification can be used to aid the process of analysis of speech acts in other video games and also assist game developers in the process of creating in-game interactions. To create such classification, the relation between the player and an interactable in-game element had to be prioritised. Then, the main classes of interactions in video games are introduced with each class containing specific types of speech acts. The analysis of speech acts in Life Is Strange and Call of Duty serves as an example of how this classification can be used and also shows many examples of how the game conveys information to the player. The list of interactions in this paper is not complete, but includes the most common and universal ones.
The practical and procedural side of the current video game rating system and its impact on player experience
Bundzik, Richard ; Švelch, Jan (advisor) ; Fousek Krobová, Tereza (referee)
Main topic of this thesis is to gather information how videogame journalists approach writing about videogame difficulty for the readers, given the wide skill range of the players. In the theoretical part the thesis deals with topics that results from difficulty of videogames and methods how developers approach it, accessibility options and influence of reviews not only for their authors but also for the developers. In the empirical part is a practical research consisting of the interviewing few videogame reviewers whom were given half-structured questions on topics included in the theoretical part of the thesis.
Case Study of MADMONG as an example of marketing on Twitch
Pecíková, Laura ; Koudelková, Petra (advisor) ; Vranka, Marek (referee)
The aim of this diploma thesis is to identify which specific marketing tools were used by MADMONQ in order to reach its current stable position on Czech-Slovak gaming and streaming scene. The brand, originally a startup, became famous by bringing a whole new product to the gaming market, the first nutritional supplement made specifically for gamers. And its breakthrough was able to happen mainly thanks to the Twitch streaming platform. Therefore, the qualitative research of this thesis is set into a context of history and characteristics of Twitch, game marketing, the streaming phenomenon and influencer marketing. The research itself, which results in a complex case study, is based upon an in-depth interview with MADMONQ's founder and current CEO Michal Noga, on an analysis of the brand's online marketing tools, a SWOT analysis and on a survey in which streamers promoting products by this brand on their streaming channels took part. The case study is exposing the best and worst practices which led MADMONQ to its current position and explains the brand's communication strategy, which is from the very beginning focused on solely gamers, while striving to fulfill its mission that every gamer gives health the same amount of attention, they give to their hardware setup.
League of Legends Player Community Toxicity
Wija, Jakub ; Fousek Krobová, Tereza (advisor) ; Houška, Jan (referee)
This thesis describes the toxic behaviour of League of Legends gaming community. It offers definitions of toxic behaviour as a communication-behavioural phenomenon that results from disruptive behaviour. It also describes types of toxic behaviour such as cheating, sabotage, mediocritizing, hostages-holding, and communicative aggression, on which I focused in this thesis. This thesis takes a closer look at hostility towards female and queer gamers and describes phenomena such as toxic geek masculinity or the incel movement. The main aim is to familiarize the reader with the issue and represent the perspective of the victims of this type of behaviour. The perspective is explored in the thesis through qualitative research in the form of semi-structured interviews. The research sample consisted of six respondents. Three respondents who identify as queer players and three respondents who identify as female. The interviews focused on how they perceive the toxic behaviour of the League of Legends community and how they perceive the game title itself. Amongst other, the analytical part includes the male and female respondents' experiences with hate speech or the strategies they use to cope with this type of toxic behaviour.
Playing soldiers: An Ethnographical study of virtual military units
Kos, Andrej ; Hrabec, Ondřej (advisor) ; Doubek, David (referee)
The text aims to explore the environment and culture of virtual military units in the Arma 3 video game using an ethnographical approach. It analyses their structure and agency in terms of the theoretical views of concepts such as Communities of practice and the Protheus effect. It also considers the theories of role-playing and psychodrama. Immersion and player identity are also discussed on a theoretical level. Participant observation and focused interviews were chosen as data collection methods. The data was captured in the form of video recordings and further analysed. The text continues to focus on the analysis of the data sections presented and the emergence of three crucial aspects: the acquisition of technical skills by the players, their gradual enculturation into the gaming community, and, finally, the specific mode of experience these virtual activities offer, and emotional aspect of said experience. It is argued in the text that the specific technical knowledge that players acquire, combined with the connection to a specific context created and maintained by the group itself, allows the establishment of a specific relationship between the player and his virtual character that enables a particular form of authentic experiencing of the game content. These findings continue to be...
The Impact and Ways of Using of Lovecraft´s Horror Patterns in Contemporary Cultural Products
VITEK, Michal
Topic of this bachelor thesis stands on cosmic horror, fantasy sub-genre created by Howard Phillips Lovecraft. The thesis starts with introduction with author, said horror, iconic characters, people and mediums. Most of the thesis analyzes various examples of modern production, wich are either adapting Lovecraft´s original works, are inspired by them, or are refering to them in a selected hints. Thus the reader will meet with a wide range of adaptations that are nowdays a key parts of interner, horror and fictional popculture, whereby he will be introduced to the impact and ways of using patterns of Lovecraft´s horror in contemporary cultural products.
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...
Game Over: Death in video games and impact of videogame Brothers: Tale of Two Sons on gamers
Khan, Jakub ; Švelch, Jaroslav (advisor) ; Švelch, Jan (referee)
Videogames are no longer just an entertainment product for certain interest groups, they are a global mass medium for all generations that can be used for purposes other than entertainment. The subject of this thesis is videogames and their influence on gamers. The aim is then to find out how male and female gamers perceive death in videogames, what emotions and reactions this contact evokes in them, and whether videogames can change their perception of death. The research was conducted through a qualitative study, conducted through semi- structured interviews with male and female gamers who first played the videogame Brothers: A Tale of Two Sons, which contained a narrative type of death. From the conducted research it was found that the videogame was able to evoke strong emotions in the male and female players, especially negative ones such as sadness, fear, or regret, caused by contact with the unexpected death of the main character they had been playing all along. The evocation of these emotions was enhanced by the simple controls and simple puzzles, allowing for a greater focus on the story, as well as the interactivity of the videogame and belonging to the protagonist. Only one participant out of six in the research succeeded in changing the perception of death in a positive direction, but...

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