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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
81

Vliv počítačových her na agresivní chování žáků staršího školního věku / Influence of Computer Games on Aggressive Behaviour of the Pupils of the Older School Age

Zavadilová, Petra January 2016 (has links)
The diploma work focuses on a topic which is often discussed in the Czech Republic as well as worldwide. The topic in question is the influence of computer games with elements of aggression and violence on aggressive behaviour of teenagers. The work consists of two parts - a theoretical and an empirical one. The theoretical part has four chapters dealing with theoretical knowledge on the subject. In the empirical part the qualitative research strategy was used - questionnaire method and semi structured interview. The research sample consisted of five pupils from the 9th grade of an elementary school. The main aim of the diploma work will be to establish the subjective perception of the influence of computer games with elements of aggression and violence on aggressive behaviour of pupils of older school age. The secondary aim will be establishing the attitudes of the pupils of older school age to violent and aggressive scenes in computer games and mapping the intrusion of computer games into everyday life of pupils from the point of view of computer games preferences and the time they spend playing computer games during the day. Qualitative research showed that four out of five respondents really subjectively feel that computer games with elements of violence and aggression strengthen their...
82

Ledarskap i den kreativa processen : En studie om små dataspelsföretag / Leadership in the creative process : A study about small computer game companies

Abdi Mohamed, Aukar, Ramsey, Gabriel January 2017 (has links)
Titel: Ledarskap i den kreativa processen: En studie om dataspelsföretag Problem: I dagsläget finns det brister på studier som fokuserar på olika ledarskapsperspektivs påverkan på kreativitet inom arbetsgrupper. Hur ledarskap formas och ledarskapets roll i den kreativa processen saknas det information om, speciellt inom kreativt intensiva industrier. Stor del av tidigare forskning fokuserar på länder som USA och Japan, men inte Sverige. Dataspelsindustrin är en snabbföränderlig industri, därmed finns det flera utmaningar och affärsmöjligheter som organisationer möjligtvis saknar kunskap om. Syfte: Syftet med denna uppsats är att få en förståelse för hur ledarskapet ser ut i den kreativa processen i dataspelsföretag. Samtidigt vill vi bidra med kunskap och förståelse om ledarskapets inflytande på den kreativa processen. Metod: Undersökningen utgick från samhällsvetenskapligt tolkningsperspektiv med en kvalitativ forskningsstrategi.  Fenomenologisk ansats har använts för att fånga intervjupersonernas upplevelser av ledarskapet i den kreativa processen i dataspelsindustrin med hjälp av semistrukturerade intervjuer. Forskningsansatsen var abduktiv då forskarna pendlade konstant mellan data och kända teorier vid sökandet efter de mest sannolika förklaringarna. Vid bearbetning av data användes en fenomenografisk dataanalysmodell. Slutsats: Olika ledarskapsperspektiv fungerar olika under olika omständigheter. Enligt den teoretiska referensramen utesluter inte en ledarskapsteori nödvändigtvis en annan utan aspekter av olika ledarskapsteorier går att kombinera. Eftersom att det finns många olika typer av dataspelsföretag är det viktigt att förstå den egna organisationen och vara öppen för att plocka aspekter från olika ledarskapsteorier och skräddarsy ett ledarskapsperspektiv som passar organisationens kontext. / Title: Leadership in the creative process: A study about small computer game companies. Problem: Currently there is a lack of studies that focus on different leadership perspectives effect on creativity within groups. There is a lack of information about how leadership shapes and the leadership’s role in the creative process, especially in creative intensive industries. A big part of previous research focuses on countries like USA and Japan, but not Sweden. The computer game industry is a fast changing industry, therefore there are many challenges and business opportunities that organizations might lack knowledge about. Purpose: The purpose of this essay is to gain an understanding for what leadership in the creative process in small computer game companies look like. At the same time we want contribute knowledge and understanding about the leadership's influence on the creative process. Method: The study is based on a interpretive social science perspective with a qualitative research strategy. A phenomenological approach has been used to capture the respondent's’ experience of leadership in the creative process in the computer game industry with the help of semi structured interviews. The research approach was abductive due to the researchers constantly going between data and known theories when searching after the most probable explanations. During processing of data a phenomenographic data analysis model was used. Conclusion: Different leadership perspectives work differently under different circumstances. According to the theoretical framework leadership theories does not necessarily exclude one from another, rather aspects from different leadership theories are combinable. Since there are many kinds of computer game companies it is imperative to understand one’s own organization and to be open to pick aspects from different leadership theories to tailor a leadership perspective that fits the organization's context.
83

Reflektion genom interaktion : En analys av förbindelsen mellan spelarens moraliska handlingar och karaktärernas utveckling i tv/datorspelet Dragon Age: Origins. / Reflection through interaction : An analysis of the relationship between the players’ moral choices and the characters’ development in the computer game Dragon Age: Origins

Willander, Martin January 2010 (has links)
The aim of this essay is to investigate the function and development of non-player characters (NPC) in the TV/computer game Dragon Age: Origins. The NPCs are analysed in order to see if their development is affected by the player character’s (PC) background and interactions. The game’s ethics is also investigated by studying how the NPCs treat the PC and what significance they give to his background and actions. The results show that the NPCs are affected by the PC’s interactions, and furthermore, that they are round characters, which is unusual in TV/computer games. The NPC Alistair and the PC are vital for the game’s story, while the NPCs Leliana and Morrigan have a moral and psychological function. The NPCs are moral indicators and by either opposing or accepting the PC’s actions they show their own personality. The game’s norm is created by the player/PC. Also, the game sheds light on the player’s moral actions and gives the player a chance to reflect over his/her choices and the consequences thereof. The results give way to a discussion on how games like Dragon Age: Origins can be used in learning. Through interactions and by letting the player project his/her own identity onto the PC, TV/computer games can show the consequences of actions. Since the player is not only told the story, but ‘lives’ it, the moral choices faced in the game make the player practice being responsible and facing moral dilemmas as if in real life, hence enriched by new experiences.
84

Procedurální generování voxelových modelů / Procedural Generation of Voxel Models

Hypeš, Tomáš January 2019 (has links)
This thesis deals with procedural generation techniques and its use in the creation of voxel models. The techniques that have been used are Perlin Noise, Voronoi diagram, L-systems etc. This knowledge is then used to create a world generator for computer game with open world. This game provides players with the ability to modify this world and use its creativity, for example, in building construction. The game, however, will not give to the player all options for free, but for example for build, he or she will first have to find and mine the material. The game has been written in programming language C++ with the use of libraries Boost, SDL and OpenGL.
85

Motivační výuková hra na platformě Android / Educational Game of Motivation on the Android Platform

Kučera, Martin January 2015 (has links)
The aim of the dissertation is to create a prototype of an educational game which should help students with the choice of future their studies. To this end, the game introduces the topic of logic systems in a non-threating interactive way with clear illustrative examples. The theoretical part of the work deals with the background knowledge necessary in order to design the game. It explains logic systems, gates, flip-flop circuits, and explores various aspects of game genres with primary focus on puzzle games and their history. In addition, the dissertation presents some of the issues related to cross-platform development of games for both mobile and computer platforms, and provides brief descriptions of several popular cross-platform libraries. Lastly, the work introduces and compares several chosen applications created as a supplementary material for teaching logic system.
86

Letecká tahová strategie / Flight Turn-Based Strategy

Vysloužil, Jiří Unknown Date (has links)
Práce rozebírá projekt, který je základem znovupoužiteného enginu počítačové hry - tahové strategie. Celkovým cílem by mělo být vytvoření komerční série počítačových her z vojenského prostředí. Text technické zprávy rozebírá zadání projektu a rozšiřuje jeho myšlenky o nezbytné vlastnosti. Dále popisuje vytvoření samotného zdrojového kódu a jeho použití. Zmiňuje se o stávajícím stavu projektu a krocích, které je potřeba podniknout k jeho dokončení. Zpráva je v anglickém jazyce.
87

Vliv počítačové hry Atentát 1942 na zájem o současné dějiny / Influence of Attentat 1942 computer game on interest in modern history

Vataščinová, Lenka January 2020 (has links)
1 Abstract This master's thesis focuses on the influence of computer games with historical themes on the interest in contemporary history and history in general. It explains basic concepts such as game, digital media, computer game and educational game and introduces the main aspects of computer games. It also focuses on their benefits in education, but also draws attention to possible pitfalls of playing computer games and their impact on health and development of a young individual. Furthermore, the thesis describes game genres in which the most played games with historical themes can be found and introduces the game Attentat 1942. The next part of the thesis examines whether and how computer games with historical themes affect the interest in contemporary and general history through empirical research based on a questionnaire survey of 150 respondents aged 15-30. The results show that playing computer games with historical themes has an impact on young people's interest in contemporary and general history, and this influence is positive. Furthermore, the results show that the most popular game genres for games with historical themes are strategies, RPGs (role-playing games) and action games, and that players pay attention mostly to the story, gameplay and graphics in these games. The results also show...
88

The Moon Experience: Designing Participatory Immersive Environments for Experiential Learning

Zhang, Cheng January 2013 (has links)
No description available.
89

Lifesigns: Successful Storytelling in Open-World Games

Perkins, Kyle Eric 03 December 2010 (has links)
No description available.
90

Характер и особенности взаимосвязи толерантности к неопределенности и увлеченности компьютерными играми : магистерская диссертация / The nature and characteristics of the relationship between tolerance of uncertainty and passion for computer games

Зырянов, Д. А., Zyryanov, D. A. January 2024 (has links)
Объектом исследования явились совершеннолетние геймеры (от 18 до 38 лет). Предметом исследования стала взаимосвязь толерантности к неопределенности и увлеченности компьютерными играми. Магистерская диссертация состоит из введения, двух глав, заключения, списка литературы (80 источников) и приложения, включающего в себя бланки применявшихся методик и корреляционные матрицы, использовавшиеся для факторного анализа. Объем магистерской диссертации 104 страницы, на которых размещены 1 рисунок и 28 таблиц. Во введении раскрывается актуальность проблемы исследования, разработанность проблематики, ставятся цель и задачи исследования, определяются объект и предмет исследования, формулируется гипотеза, указываются методы, а также научная новизна и теоретическая значимость работы. Первая глава включает в себя обзор иностранной и отечественной литературы по теме толерантности к неопределенности. Представлены параграфы, посвященные исследованию увлеченности и увлеченности компьютерными играми в частности. Озвучена проблема классификации видеоигр в контексте психологических исследований, а также предложен вариант разрешения данной проблемы. Выводы по первой главе представляют собой итоги по изучению теоретического материала. Вторая глава посвящена эмпирической части исследования. В ней представлено описание организации и методов проведенного исследования и результатов, полученных по всем использованным методикам: опросник толерантности к неопределенности в модификации Т. В. Корниловой; анкета увлеченности компьютерными играми за авторством Л. С. Глинкиной и В. Е. Василенко; методика «Шкала страсти» («Échelle de passion») за авторством R. J. Vallerand. Также в главе представлен корреляционный и факторный анализ результатов исследования. Выводы по главе 2 включают в себя основные результаты эмпирического исследования. В заключении в обобщенном виде изложены результаты теоретической и эмпирической частей работы, а также выводы по выдвинутым гипотезам, обоснована практическая значимость исследования и описаны возможные перспективы дальнейшей разработки данной проблематики. / The objects of the study were adult gamers (from 18 to 38 years old). The subject of the study was the relationship between tolerance of uncertainty and passion for computer games. The master's thesis consists of an introduction, two chapters, a conclusion, a list of references (80 sources) and an appendix, which includes forms of the methods used and correlation matrices used for factor analysis. The volume of the master's thesis is 104 pages, which contain 1 figure and 28 tables. The introduction reveals the relevance of the research problem, the development of the problem, sets the goal and objectives of the research, defines the object and subject of the research, formulates a hypothesis, indicates the methods, as well as the scientific novelty and theoretical significance of the work. The first chapter includes a review of foreign and domestic literature on the topic of tolerance to uncertainty. Paragraphs devoted to the study of passion and passion for computer games in particular are presented. The problem of classifying video games in the context of psychological research is voiced, and a solution to this problem is proposed. Conclusions on the first chapter are the results of the study of theoretical material. The second chapter is devoted to the empirical part of the study. It provides a description of the organization and methods of the study and the results obtained using all the methods used: questionnaire of Tolerance of Uncertainty modified by T. V. Kornilova; a questionnaire on computer game passion authored by L. S. Glinkina and V. E. Vasilenko; methodology “Passion Scale” (“Échelle de passion”) by R. J. Vallerand. Also, the chapter presents a comparative, correlation and factor analysis of the results of the study. The findings of Chapter 2 are the main results of the empirical study. In conclusion, brief results of the theoretical and empirical parts of the work are presented, as well as conclusions on the hypotheses. The practical significance of the study is substantiated and possible prospects for further development of the problematics are described.

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