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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.
11

Boyfriends, Babies, and a Few Good Headshots: Examining Girl Gamers' Identity Enactment on Twitter Using the Communication Theory of Identity

Storla, Kari D. 14 December 2011 (has links)
Girl gamers, while a substantial part of the gaming population, are often largely ignored in both the gaming industry and academic literature. In particular, there have been few investigations to date on what comprises the identity of a girl gamer, particularly outside the context of gameplay. To that end, the current study aims to investigate how girl gamers enact their identities as girl gamers on Twitter, a social network site. Eight Twitter accounts whose users self-identified as either Gamer Girls or Girl Gamers on a Twitter user directory where identified and the profiles and tweets of each collected for a two week period. This data was then analyzed according to Hecht’s communication theory of identity in order to determine how girl gamers enact their identity in an online context.
12

Boyfriends, Babies, and a Few Good Headshots: Examining Girl Gamers' Identity Enactment on Twitter Using the Communication Theory of Identity

Storla, Kari D. 14 December 2011 (has links)
Girl gamers, while a substantial part of the gaming population, are often largely ignored in both the gaming industry and academic literature. In particular, there have been few investigations to date on what comprises the identity of a girl gamer, particularly outside the context of gameplay. To that end, the current study aims to investigate how girl gamers enact their identities as girl gamers on Twitter, a social network site. Eight Twitter accounts whose users self-identified as either Gamer Girls or Girl Gamers on a Twitter user directory where identified and the profiles and tweets of each collected for a two week period. This data was then analyzed according to Hecht’s communication theory of identity in order to determine how girl gamers enact their identity in an online context.
13

I am Queer. I am a Gamer. I am a Gaymer.: Phenomenology of In/Exclusion of Gaymer Communities

January 2017 (has links)
abstract: This study utilizes semiotic phenomenology as a method of inquiry to describe the lived experiences of Lesbian, Gay, Bisexual, Transgender, Queer (LGBTQ) gamers (gaymers). I begin by discussing my issues with the current gaming literature, arguing that the gamer community is a space that privileges cis, heterosexual, and hypermasculine men while oppressing those who may not fit this mold. I discuss the shortcomings of the current literature that attempts to critically look at race and gaming, noting that race in the gaming community is still portrayed as secondary. I focus special attention to how this space allows for more inclusion than the larger gamer and LGBTQ communities while also critiquing those whom this space privileges. Through interviews of members of the local gaymer organization, the Phoenix Gaymers, I discuss ways in which the gaymer community is more inclusive and conscious of others but still follows forms of what I describe to be gaymer privilege. I focus on gaymer privilege within the intersections of race, gender, and sexuality, where I argue from the phenomenological descriptions, reductions, and interpretations that there are still overt issues of sexism and transphobia as well as implicit issues of white privilege. While I describe the issues that are found within the Phoenix Gaymers, I also attempt to provide suggestions for change within the organization as well as in academic scholarship to create more awareness and inclusion for female, transgender, genderqueer, and queer people of color gaymers. / Dissertation/Thesis / Masters Thesis Social and Cultural Pedagogy 2017
14

Spelarbeteende – Gamer mode : Hur framställningen utav uppgifter påverkar spelarens beteende / Gaming behavior – Gamer mode : How the framing of tasks affects the player’s behavior

Eriksson, Anton January 2017 (has links)
Gamer mode är ett vinstfokuserat-beteende där Frank menar att det finns 3 faktorer till varför ”gamer mode” uppkommer, där en av faktorerna handlar om hur spelet framställs. I det här arbetet har fokus varit på den andra faktorn om framställning och hur den påverkar spelarens beteende gällande poängsamlande. Deltagarna i undersökningen delades upp i två grupper och som skulle spela ett spel som var identiskt förutom dess framställning i form utav en introduktionsskärm. Denna introduktionsskärm uppmanade till att utföra egocentriska eller altruistiska uppgifter där de egocentriska uppgifterna lede till poäng. Resultatet visade på att den gruppen som fick en egocentrisk framställning var mer benägna till poäng medan de som fick en altruistisk framställning inte var lika benägna till poängsamlande. Möjligheter till vidare forskning finns genom att pröva olika grader av framställning för spelaren för att undersöka hur dess beteende påverkas, samt liknande undersökning fast i ett 3D-spel.
15

Den andre spelaren : En etnologisk studie av kvinnliga gamers i en manlig spelkultur

Broqvist, Moa January 2021 (has links)
The gaming community is generally regarded as highly masculine. Gamers are often identified as white, heterosexual, young men. Women who play games are viewed as an anomaly. In reality many women play, and depending on which games that count, women are the majority of game consumers. The gaming industry has gone through changes and now companies try to satisfy a variety of consumers. The transition to a more including community has woken outrage among those who are no longer the core group of the gamer identity.  Drawing upon discourse theory by Ernesto Laclau and Chantal Mouffe and by Stuart Hall's thoughts on identity, this thesis examines how gamer identity is constructed and the conflict that occurs when women enter the masculine imprinted scene of gaming. The empirical material consists mainly of interviews with women who play games as well as a Facebook group made for the informants.  The study shows that there are competing definitions of who is a gamer and that even the most inclusive definition sets up boundaries that distinguishes gamers from non-gamers. A diversity in the gaming community and in the games is a cause of friction. An inclusion of characters that are not representative of the white, young, heterosexual male gamer are sometimes viewed as political statements, which are both celebrated and detested, which leads to a question of how a discourse of politics plays a role in the construction and reproduction of a gamer identity.
16

Vem är en gamer? : En diskursanalys på Reddits subforum R/gaming, R/twoxchromosomes och Battlefields egna sociala forum efter släppet av Battlefield V

Norman, Isabelle January 2020 (has links)
In this study I use critical discourse analysis on two different social platforms, Reddit and Battlefields own social platform, where I look for discourses around gamers and masculinity. I use the R.W Connells theories around hegemonic masculinity and E.K Sedgwicks theories around Homosociality to read my material. What I found was that even though a lot of research has found that it is quite balanced between the sexes who uses digital games, the social picture is still that it is something that men use and take part of, and part of why people still look at gamers as men is because a lot of women don’t feel welcomed in the community.
17

Gamers: Den missgynnade generationen : – En kvalitativ innehållsanalys av gamingkulturens inramning i traditionell nyhetsmedia / Gamers: the generation of negligence : – A qualitative content analysis of the framing of gaming culture in traditional news media

Isaksson, Ronja, Wallstenius, Nathalie January 2022 (has links)
Media har makt att skapa övertygelser om verkligheten genom deras sätt att rama in aspekter av händelser eller identiteter. Detta kan ge upphov till en allmän uppfattning som påverkar samhällsbilden och synen på kulturella grupper. Beroende på hur denna inramning sker kan det ge upphov till oro, oförståelse och fientlighet hos de kulturella grupper eller identiteter som ramas in. Denna studie undersöker hur individer samt identiteter inom gamingkulturen, gamers, ramas in i svensk traditionell nyhetsmedia. Detta för att få insyn och förståelse för samhällsbilden av denna grupp. Studien gör en kvalitativ innehållsanalys på tidningsaktörerna Bonnier News och Schibsted kvälls- och dagstidningar med störst digital räckvidd i tidsintervallet 21 december 2020 till 21 december 2021. Mediebilden granskas utifrån dagordning- och inramningsteori genom att utforska de förståelseramar som kretsar kring begreppen gaming och gamer. Resultatet visar på återkommande sammankoppling mellan gameridenteten och teman gällande könsroller, generationskonflikt, virtuell verklighet och psykisk ohälsa. Dessa teman indikerar att det finns en övervägande medial uppfattning om hur gamingkulturen är uppbyggd, där det sker en stereotypisering av gameridentiteten och dess hegemoni. I diskursen av aktuella samhällsproblem tenderar medias gestaltning av gamingkulturen att agera som ett argument för prognostiseringen av en dystopisk framtid. I förhållande till tidigare forskning blir resultatet en relativt oförändrad uppfattning av gamingkulturen, där oro och moralpanik kring teknologi och ungdomskultur återkommer.
18

Fenomén počítačových her a jejich převod do češtiny / Computer games - a phenomenon in translation

Wicha, Lukáš January 2013 (has links)
The topic of computer/video games and their translation has only recently attracted attention of translation scholars. The thesis aims at introducing the phenomenon as a legitimate topic of translation studies, presenting it as a specific and influential medium with an extensive user subculture. A description of the overall process of game localization, and specifically its practice in the Czech Republic are included. Lexical analysis of selected computer game reviews and online discussions is complemented with a questionnaire survey to reveal if and how computer games and game- focused articles influence the constitution of a characteristic sociolect and its usage outside the gamer subculture. Concepts used in intercultural and interlingual transfer of computer games are defined and compared with established terms in translation studies. A comparative analysis of original and Czech versions of two computer games is carried out to identify translation methods used in the transfer of culture- and language-specific elements in order to determine whether the process of computer game translation exhibits any specific features that may justify the introduction of new terms into translation studies. Specific features of computer games in translation are described and an analysis of several games...
19

eSport im Kontext des Sportsponsorings

Drews, Lucas 13 September 2012 (has links) (PDF)
Die rasante Entwicklung von Computer- und Informationstechnologie in den letzten Jahrzehnten hat Gesellschaft und Wirtschaft entscheidend beeinflusst. Völlig neue Geschäftsfelder sind entstanden, wie z.B. das der Computerspiele. Computerspiele wiederum implizierten die Entstehung des eSports - eSport ist das Austragen von Wettkämpfen mittels Computerspielen. Bisherige Beiträge oder Analysen zu dieser neuen Sportart sind kaum vorhanden. Vorliegende Arbeit befasst sich mit einem Teilgebiet des eSports: dem Sponsoring. Ziel ist es, die Situation des eSport Marktes im Allgemeinen zu beschreiben sowie Schwierigkeiten und Entwicklungen für das Sponsoring herauszuarbeiten.
20

eSport im Kontext des Sportsponsorings

Drews, Lucas 28 February 2012 (has links)
Die rasante Entwicklung von Computer- und Informationstechnologie in den letzten Jahrzehnten hat Gesellschaft und Wirtschaft entscheidend beeinflusst. Völlig neue Geschäftsfelder sind entstanden, wie z.B. das der Computerspiele. Computerspiele wiederum implizierten die Entstehung des eSports - eSport ist das Austragen von Wettkämpfen mittels Computerspielen. Bisherige Beiträge oder Analysen zu dieser neuen Sportart sind kaum vorhanden. Vorliegende Arbeit befasst sich mit einem Teilgebiet des eSports: dem Sponsoring. Ziel ist es, die Situation des eSport Marktes im Allgemeinen zu beschreiben sowie Schwierigkeiten und Entwicklungen für das Sponsoring herauszuarbeiten.:Abbildungsverzeichnis II Abkürzungsverzeichnis III 1 Problemstellung und Zielsetzung 1 2 Sponsoring 3 2.1 Sponsoring - Begriff und Formen . . . . . . . . . . . . . . . . . . 3 2.2 Ziele . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 2.3 Vorteile und Nachteile . . . . . . . . . . . . . . . . . . . . . . . . 7 2.4 Sportsponsoring . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 2.5 Planungsprozess des Sportsponsorings . . . . . . . . . . . . . . . . 10 2.6 Erfolgskontrolle des Sportsponsorings . . . . . . . . . . . . . . . . 12 3 eSport 15 3.1 Definition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 3.2 Historische Entwicklung . . . . . . . . . . . . . . . . . . . . . . . 16 3.3 Aktuelle Analyse des eSports in Deutschland . . . . . . . . . . . . 23 3.3.1 Spielerzahlen und Spielerprofil . . . . . . . . . . . . . . . . 23 3.3.2 Clans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 3.3.3 Veranstaltungformen und deren mediale Verwertung . . . . 26 3.3.4 Sponsorebene und Sponsormaßnahmen . . . . . . . . . . . 28 3.3.5 Sponsorenpool . . . . . . . . . . . . . . . . . . . . . . . . . 29 3.3.6 Besondere Einflussfaktoren auf das Sponsoring . . . . . . . 30 4 Qualitative Untersuchung zum Sponsoring im eSport 32 4.1 Untersuchungsmethode Experteninterview . . . . . . . . . . . . . 32 4.2 Darstellung und Interpretation der Ergebnisse . . . . . . . . . . . 33 5 Schlussbetrachtung 36 Literaturverzeichnis IV Anhang VIII

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