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The impact of Gestalt play techniques on the aggression level of diabetic childrenDoorgapershad, Marshree 19 November 2008 (has links)
Please read the abstract in the section, 00front, of this document / Dissertation (MA)--University of Pretoria, 2008. / Social Work and Criminology / Unrestricted
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Nové trendy v oblasti monetizace počítačových her / New Trends in Computer Games MonetizationŠvrkala, Marek January 2016 (has links)
This diploma thesis deals with the new trends in the monetization of the video gaming industry with emphasis on crowdfunding, free-to-play model, selling games by "pay what you want" bundles and sales on Steam and other digital distribution stores. The purpose of this diploma thesis is to describe how the players on personal computers react to these trends in the Czech Republic. First, the situation in Czech gaming industry and the situation of players in the Czech Republic is described. Then, the new trends are analyzed thoroughly using foreign researches. The practical part analyses the effects of the new trends on Czech players with the results of an online questionnaire. First, the methodology is presented and subsequently the collected data is analyzed. Gradually, the thesis are answering the three research questions which are clarifying various aspects of how the Czech players respond to the new trends in the video gaming industry monetization. Powered by TCPDF (www.tcpdf.org)
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The Effects of Hype on the Free-to-Play Pricing Strategy in the Online Video Game IndustryMullee, Sean 30 April 2020 (has links)
No description available.
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The Relationship of Online Gaming Addiction with Motivations to Play and CravingCross, Nicole Alexandra 10 August 2016 (has links)
No description available.
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Asking to Play – Using a Visual Support to Model the Social Skill of Asking to Play for Children with Down SyndromeTimman, Lisa Marie January 2007 (has links)
No description available.
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子どもの遊びを保障する人的環境 / コドモ ノ アソビ オ ホショウ スル ジンテキ カンキョウ内山 悠, Haruka Uchiyama 04 March 2021 (has links)
本論文は、子どもの遊び環境の貧困化を打開しようと、特に人的環境に目を向けて解決を目指そうとするものである。大阪府羽曳野市におけるさまざまな社会実験により、遊びの場づくりを継続していくことで、子どもの遊びを見守るためのスキルを持ちながら、子どもに学ぶ柔軟性を持ち「遊び」の重要性を認識する大人が増えることが、子どもの遊びを保障する人的環境の必要条件であると結論づけた。 / 博士(ソーシャル・イノベーション) / Doctor of Philosophy in Social Innovation / 同志社大学 / Doshisha University
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Relationship Between Concussion Symptom Clusters and Return-to-Play Time in College Athletes with Sports-Related Concussions: 2009-2010 to 2013-2014 DISCBoltz, Adrian Joseph 01 January 2018 (has links)
Objectives To examine the relationship between Concussion Symptom Clusters (CSCs) and return-to-play time using a representative sample of U.S. college athletes with sports-related concussions.
Background Recent evidence regarding concussion symptoms have been observed to be an important element of concussion severity, and potentially a predictor of return-to-play time. However, there is a paucity of data examining the associations between Concussion Symptom Clusters (CSCs) and return-to-play time in the U.S. college athlete population.
Methods Data from the 2009-2010 to 2013-2014 academic years (n=1670) were obtained from the Datalys Center for Sports Injury and Prevention Inc. database. Exploratory factor analytic methods were applied, and the resulting factors were used in multinomial regression modeling to identify associations between CSCs and return-to-play time.
ResultsA 4-factor solution accounted for 48.8% of the variance and included: audio-vestibular, somatic, amnesic, and affective factor structure. Audio-vestibular symptoms were associated with increased odds of prevented participation at 7-13 days, 14-29 days, greater than 30 days, and out for remainder of season, respectively (p
Conclusion Specific CSCs were significantly associated with return-to-play time in college athletes, (p<0.05).
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In what ways do game design students perceive microtransactions in free-to-play online PC games?Wolfram, Jakub, Näsberg, Rebecka January 2019 (has links)
In recent years, microtransactions have become a norm for monetization and a standardbusiness model in free-to-play games. This is something that affects multiple individuals andhas caused quite a stir among players. Through this research, we want to gain anunderstanding of why some microtransaction types might be considered more acceptable thanothers. In addition, to gaining potential data that could possibly give us a look into the futureof the design of microtransactions. We have gathered our data by conducting online chatbased semi-structured interviews with current and former university students studying gamedesign at Uppsala University.The research found that game design students have a predominantly negative opinion aboutmost microtransactions, especially when they were affecting the gameplay, contrary to whenthey were not.
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Reálná aplikace metod dobývání znalostí z databází na praktická data / The real application of methods knowledge discovery in databases on practical dataMansfeldová, Kateřina January 2014 (has links)
This thesis deals with a complete analysis of real data in free to play multiplayer games. The analysis is based on the methodology CRISP-DM using GUHA method and system LISp-Miner. The goal is defining player churn in pool from Geewa ltd.. Practical part show the whole process of knowledge discovery in databases from theoretical knowledge concerning player churn, definition of player churn, across data understanding, data extraction, modeling and finally getting results of tasks. In thesis are founded hypothesis depending on various factors of the game.
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Analýza business modelů v oblasti herního průmyslu / Analysis of business models in the gaming industryHejcman, Marek January 2012 (has links)
The topic of this thesis is to analyze the business models currently used in the gaming industry. The aim is to provide a comprehensive overview of the current economic situation of the industry, distribution channels, used technologies and business practices from the perspective of all market participants. The theoretical part is due to less frequent topic devoted to the description of all entities of gaming industry. It analyzes not only all the actors involved in the development of video games and their subsequent sale but also the technical tools used to play games and also the players themselves. Video games are divided into two main streams (hardcore and casual) which also determine the structure and analysis. The analytical part focuses on capturing the most widely used business models and their combination for the sale of the video games. Models are then categorized into two groups (goods and services) and represent two different approaches to pricing scenarios. For each business model describes the basic principle, its pros and cons, the factors influencing the successful implementation and an example of the use of the model in practice. The analysis also includes the socio-economic profiles of two major market segments. In conclusion, based on the current developments and current trends in the field across the gambling industry the work tries to predict the future development of business models and for video games respectively. the whole industry.
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