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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.
1

Právní aspekty cloud computingu: GaaS (gaming as a service) jako nová forma cloudové služby / Law aspect of cloud computing: GaaS as a new form of cloud servis

Janda, Petr January 2021 (has links)
Cloud gaming, also known as Gaming as a Service or GaaS is a quickly developing service with significant economic potential. Author follows this trend and focuses on the topic of providing videogames as a service through cloud environment. The goal of this work was to analyse and describe legal relations between authors of videogames, providers, and users of GaaS in the context of Czech copyright and to present practical consequences of these relations, mainly in contrast to SaaS. Firstly, the reader is acquainted with basic aspects of videogames with emphasis on classification and description of videogames and its parts, i.e. computer program and other elements, as a work of authorship. Author describes possible theoretical views on the protection of audio-visual components of videogames. It is then pointed out that no satisfactory classification of video game as a singular work of authorship can be provided under the Czech Copyright Act. Videogame legislation is also proposed. Subject of the second section of this thesis is cloud gaming technology. This segment is written as to be understandable even for non-experts in the field. At first basic types of cloud services are presented. Then, the technology behind cloud gaming is described, along with business models one can come across nowadays....
2

Autorskoprávní ochrana herního softwaru / Copyright protection of gaming software

Holbík, Ľudovít January 2016 (has links)
This diploma thesis deals with video games as a problematic part of software law that is constantly growing in importance. It focuses on legal difficulties that were a byproduct of their growing economic potential. It further explains relevant aspects of copyright law in this matter and, to a limited degree, also related problematic from different branches of law, namely criminal law, administrative law and civil law. During the writing, I was focusing on distinctive aspects of video games as specific kind of software, and their distinctions from different kinds of works, especially from "classic" computer programs. An introduction to the problematics, an establishment of aims of this work and a brief summary of video games from the forties to the present times can be found in the first chapter. Basic terminology that is used in this work is in chapter two. The thesis further continues with legal concepts such as author, work and computer program. It proceeds with thoughts on a possible subsumption of video game under a certain kind of work as it is defined in the copyright act and considers establishing an individual category for video games. Chapter five defines content of copyrights, their division on personal and property law with a focus on the specification of different kinds of property law....
3

Utváření kolektivní inteligence v kyberprostoru na příkladu počítačových her / Shaping of Collective Intelligence in Cyberspace on the Example of Computer Games

Chaloupková, Šárka January 2017 (has links)
The aim of the tehesis is to describe the formation of collective intelligence in cyberspace and focus on its use on the example of computer games. The idea is based on the works of Pierre Lévy, who believes that in the digital revolution is the value of the picture one of the most important. In this process plays an equally important role to increase the value of ideas, narratives, social communities and the development of new media tools and technologies. Along with that, in addition to the internal space of videogames (story progression, social interaction, building of the gaming space, gaming subculture, roleplay), shapes even the space beyond the game itself (transmedia storytelling, produsage - fan sites, content sharing, discussion forums). Thesis will be listed by concepts of collective intelligence, the progress of social memory, cyberspace and will be also inspired by other authors who works with collective intelligence, like Henry Jenkins, James Surowiecki or Derrick de Kerckhove. It should also provide an opposite view of the problem based on the work of opponents, which is eg. Cory Doctorow. Strategies and the use of the collective intelligence will be described by using the example of the specific games.
4

Ochrana počítačových her a videoher / Protection of Computer Games and Video Games

Kamenický, Lukáš January 2021 (has links)
Protection of Computer Games and Video Games Abstract The topic of this thesis is the legal protection of computer games and video games. Its main goal is to analyse the Czech law of video game protection and to figure out if the current state of legislation is sufficient enough considering the quick growth of the gaming industry by comparing it to the legislation in other countries and pondering de lege ferenda possibilities. The secondary goal of this study is to serve as a brief and practical guide for game creators who are having a hard time with regards to legal protection of their own creations. The thesis does not only revolve around the Czech national law, but it also deals with international law and Community law upon which the Czech law is based. The thesis is divided into six parts. The first part lays down the main goals of the study and possible ways of achieving them. The second part goes through the most important theoretical concepts, terminology and video game history, through which it introduces the reader to video games. The third part focuses on international treaties potentially applicable to video game protection, on the US law, and finally on the European Union law and the law in a few specific European countries. The fourth part introduces in detail all the possible legal forms of...
5

Hraní videoher jako rizikový faktor dospívání? / Video game playing as a risk factor in adolescence?

Lysý, Jan January 2013 (has links)
Diploma thesis "Video game playing as a risk factor in adolescence?" deals with actuality of risks for children and youth linked to video games. This topic is currently intensively disscused because of cases of high school shootings. There are concerns that violence in video games is connected to rising of children and youth violence. Another risks refered to video games are addiction and obesity. This diploma thesis deals with these risk too. Goal of this thesis is find out if these risks are real and how great is influence of video games on addiction and obesity. Important topic in this thesis are parents. Parents are important participants who can oversee content of video games played by children and influence amount of time, which children and youth spend by playing of video games.
6

Postavení videoherního průmyslu mezi kreativními průmysly v České republice / The position of video game industry among the creative industries in the Czech Republic

Roubíčková, Anna January 2015 (has links)
The diploma thesis entitled "The position of video game industry among the creative industries in the Czech Republic" brings up a complex view on the Czech video game market. It has been created based on data acquired from numerous local and international scientific studies and also using interviews with selected representatives of the Czech video game market. It has turned out that the Czech video game industry builds up its economical position step by step. Its year-on-year turnover grows and thus gradually counts up to even larger portion of the return of cultural and creative industries. This happens spontaneously, without systematic support from the national or local governments. However, such a support is common in other European countries. Interested parties that play a part in the Czech video game market would be (according to conducted interviews) very interested in this kind of support, mainly in form of tax relief and the promotion of local developers abroad (which would also bring foreign investors into the country). Thus, the claim that the implementation of institutional support of Czech video game would solve its two most acute problems, is valid. All addressed representatives (coming from different segments of video game market) have confirmed that these two issues are the lack of financial and marketing support. In case these barriers of market development are removed, the process of growth of the Czech video game market as a strong member of the industry would speed up significantly. All abovementioned facts, along with other aspects of the problematics, are reflected in SOAR analysis that brings the thesis to an end.
7

Obraz náboženství v počítačové hře Bioshock: Infinite / Image of religion in Bioshock. Infinite computer game

Kothera, Jiří January 2020 (has links)
Image of religion in Bioshock: Infinite computer game Master's thesis - Bc.Jiří Kothera Few mainstream computer games have caused such controversy as Bioshock: Infinite (Irrational Games, 2013). The third installment of the Bioshock series is set in the fictional city of Columbia in an alternate history of early twentieth century, which at first glance appears to be a perfect social utopia. After a while, however, the narrative begins to uncover the multilayered problems of society oppressed by a fraction of the white elite and religious fanaticism embodied by the character of Z.H.Comstock, the charismatic leader of the whole community. The popularity of the game and its stable position at the top of the various popularity charts are not only due to the attractive audiovisual processing and complex game mechanics. It is primarily a story that uses (for a mass audience product) an unprecedented amount of religious symbolism - especially Christian, historical references, polysemic story elements and the story based on the concepts of Frontier myth and American exceptionalism. This work deals with the analysis of narrative and religious-social phenomena appearing in the game, especially those that are directly related to the religious and nationalistic topics in the United States.
8

Obraz novináře ve videoherních titulech / Representation of journalists in videogames

Odstrčil, Tomáš January 2019 (has links)
The Representation of Journalists in Videogames aims to find out how do videogame developers represent journalists in the mainstream videogames. The analysis is based on five case studies of various videogames but it also includes sequels and prequels of the selected games. The author of this thesis analyzes nine videogame journalists which can be differentiated into several categories: investigative reporters, photojournalists, paparazzis, radio and TV reporters and hosts of various television shows. Their behavior is not the only aspect this thesis analyzes because their visual appearance is also fully in the hands of the game developers. This thesis proves that the videogame journalists are sometimes depicted stereotypically but if so, it is always for a reason. Videogame developers do not always use this sort of depictions and can even accurately describe journalistic practice and behavior. Journalism is always better described if the journalist is a heroic protagonist of their videogame. If they are villains, it is often described using various negative stereotypes.
9

Slovní zásoba videoher / Vocabulary of videogames

Hanzelková, Eva January 2021 (has links)
This thesis deals with the language of players of video games, especially computer games. The language sample was taken from written as well as spoken sources - magazines, web reviews and Let's Plays - and is limited to action, strategic and RPG games with some overlap with action-adventures. Researched words are mainly keywords of video game players' vocabulary. The goal of this thesis was to describe the language of video game players from several language viewpoints and briefly describe the slang of the players. The first part deals with introducing the researched material, video games as a whole and their history and also the subculture of video game players. The second part analyses the sample in terms of lexical semantics and word formation, describes the extent of adaptation of loanwords, also stabilization of words, neology and the words' affiliation to slang, terminology and common vocabulary. Then the thesis attempts to briefly describe the slang of video game players. Generally, the slang includes a large number of anglicisms and expressions from informatics (in a large part technical terms), while loanwords are adapted to a varying degree. Many expressions in the slang of video game players can also be considered professionalisms given the existence of professional players and...
10

Slovní zásoba videoher / Vocabulary of videogames

Hanzelková, Eva January 2021 (has links)
This thesis deals with the language of players of video games, especially computer games. The language sample was taken from written as well as spoken sources - magazines, web reviews and Let's Plays - and is limited to action, strategic and RPG games with some overlap with action-adventures. Researched words are mainly keywords of video game players' vocabulary. The goal of this thesis was to describe the language of video game players from several language viewpoints and briefly describe the slang of the players. The first part deals with introducing the researched material, video games as a whole and their history and also the subculture of video game players. The second part analyses the sample in terms of lexical semantics and word formation, describes the extent of adaptation of loanwords, also stabilization of words, neology and the words' affiliation to slang, terminology and common vocabulary. Then the thesis attempts to briefly describe the slang of video game players. Generally, the slang includes a large number of anglicisms and expressions from informatics (in a large part technical terms), while loanwords are adapted to a varying degree. Many expressions in the slang of video game players can also be considered professionalisms given the existence of professional players and...

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