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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

THE IMMERSIVE WORLD OF VIDEO GAMES AND THE GAMING CONCEPTS IN THE FUTURE OF CINEMA / IMERZNÍ SVĚT VIDEOHER A HERNÍ KONCEPTY V BUDOUCNOSTI KINEMATOGRAFIE

Unkovski, Georgi January 2015 (has links)
Tato práce se zabývá konceptem imerze ve videohrách a analyzuje možné implikace, které mohou videohry mít pro kinematografii. Imerze je zkoumána jakožto kvantifikovatelná zkušenost prostřednictvím hry ?Heavy Rain? (2010 PS3 titul). Tato práce taky prozkoumává negativní aspekty imerze a současné argumenty pro a proti prosazování prostorových a kinestetických imerzních technologií. Nakonec se práce věnuje vývoji těchto dvou médií a pokouší se predikovat budoucí podobu vyprávění příběhu.
2

Prožitek flow ve videoherních žánrech / Flow experience in video-game genres

Hrabec, Ondřej January 2012 (has links)
FLOW EXPERIENCE IN VIDEOGAME GENRES ABSTRACT: The thesis Flow experience in videogame genres focuses on the critical dialogue with Csikszentmihalyi's concept of the flow phenomenon. The flow is a standard term for the optimal mental state during playing videogames. The author of this text discusses the original conception of flow as a universal state in all types of activities. He acknowledges a high probability of various ways of experiencing that occurs in relation to different genres and types of activities. With help of qualitative research inspired by the narrative methodology based on eight interviews with videogame journalists, he aims to present a revised dimensional model of flow experience. This thesis indicates three basic types of flow - climax, ilinx and ludic trance - that can be examined on the basis of the ten dimensions of flow (interactivity, intentionality, challenge, exploration, time urgency of executive operations, attention, level of consciousness, experience of power, source of stimul ation and value). The author opines that the revised model of flow is the first step towards a deeper understanding of the diversity of involvement in videogaming which can serve a further research of the optimal experience and categorization of playing styles corresponding with these three different...
3

Audiovizuální distribuce v digitální době / Distribution of audiovisual works in the digital era.

Pinkava, Jakub January 2015 (has links)
Comparing two, on the first look very different storytelling methods, might seem inappropriate. But everyone who saw a film based on a book or the other way around, doesn't have any problem with comparing these two against each other, pointing out strengths and weaknesses of each interpretation of the same story. In this paper I am focusing on comparison of distribution and development possibilities of film and computer game industries. Even though film professionals are trying to be innovative, game professionals are step ahead in the area of digital distribution, mainly if we target independent film or game distribution. The same applies to crowdfunding campaigns, which are in fact a possible beginning of distribution. In the end, it's always the producer who should develop and use a specific type of funding and distribution type for his audio-visual works.
4

Analýza světového trhu elektronické zábavy / Analysis of global market of electronic entertainment

Lebduška, Martin January 2014 (has links)
Main objective of this thesis is to introduce the video game market, with the focus on console market, to professional economic public. Secondary objective is to reveal best marketing strategy on this market, map current trends and predict future economical development of video game industry. The first part of the thesis focuses on the history of entertainment market from late 19th century to 2000s to bring complex portrait of the market. Second part is focused on contemporary situation on the market and the competition. I analysed marketing mix of three biggest players on the console market: Sony, Nintendo and Microsoft. The analysis revealed the crutial parts of succesful marketing mix: technological advanced product, research and development, clear close and immediate communication with customers, importance of following consumer trends (mainly social gaming) and worldwide market presence. Contribution of this thesis, apart from achieving two set objectives, is bringing insight of the market to local small game developers who can benefit from it and become more competitive.
5

Ochrana počítačových her a videoher / Protection of computer games and video games

Kozlovský, Michal January 2019 (has links)
61 11. Abstract in english Protection of computer games and videogames This diploma thesis pursues to asses on legal protection of computer games and videogames, foremost the protection via copyright law due to it being the most significant legal legal branch in protection of computer games and videogames. The thesis aims to explore the options for qualification of videogames in the system of copyright law and the consequences of such classification. The main goal of this thesis is to asses whether the czech legal systems offers alternatives to protection of videogames other than protection as computer programs while highlighting one alternative-protection as audiovisual works. This approach is inspired mainly by foreign literature and it aims to discuss the opinions therein in the context of czech legal system. First three chapters of this thesis serve as introductory chapters and are used to explain the content of this thesis and the motivation of the author for choosing such topic. Furthemore they are used to explain the phenomenon of videogames and provide a brief excursion to the history of protection of videogames. Chapter four and five are the vital part of this thesis and aim to provide explanation of copyright law terms connected to videogames and in the fifth chaper those terms are used to provide...
6

Interaktivní narativ jako prostředek analýzy elektronických videoher / Interactive Narrative as a Mean of Analysis in Electronic Videogames

Csémy, Miklós January 2011 (has links)
1 Abstract: This thesis is focused on researching options of analysis in electronic videogames, using the concept of interactive narrative. In analysis, the electronic videogame is always encountered as an individual piece of work. The thesis describes the model of interaction between the player and the electronic videogame based on existing psychological literature. The interactive narrative is used to describe the structure of the electronic videogame. The analysis happens on two levels. The first level is based on the game code, which is seen as the sum of options which may be actualized in the process of interaction. The thesis refers to this as the predisposed narrative. The second level lies in the moment of interaction itself, where the result of player's activity leads to representation of some of the aforementioned options and disregard of others. This concept helps solve the question of narrativity in electronic videogames by differentiating the fabula, which is the work of the original game maker from the interactive narrative, which encompasses both the predisposed narrative and its actualization.
7

Pojetí autorství v 21. století a vztah fanoušků k autorskému dílu na příkladu přijetí zakončení série videoher Mass Effect / The idea of autorship in the 21st century and the relationshim between fans and autorproduced content based on the reception of the final episode of the mass effect videogame series

Michal, Petr January 2015 (has links)
In this paper, we look at a media controversy that took effect at the release of the third game of the Mass Effect videogame series. The fans hated the ending of the game and demanded the publisher change it, which later happened. The fans have thus been given a certain amount of power and influence that wasn't too standard. The first part of the paper deals with videogame theory - we talk about the expressive power of videogames and how it can influence people. With the help of Henry Jenkins and Pierre Lévy we then showcase several media theories which attempt to explain the relationship between the fans, authors and content. Central to this paper is a qualitative research of chosen internet forum posts where we have attempted to learn the reasons for the fans' outrage. In the summary, we summarize what we have learned so far and attempt to put it all together.
8

Let's Play videa z pohledu autorského práva / Let's Play videos from the point of view of copyright law

Hálek, Jakub January 2018 (has links)
Let's Play videos from the point of view of copyright law Abstract This Master's Thesis examines Let's Play videos (that are a new but significant and popular part of the entertainment industry) from the point of view of copyright law, especially the Czech one. The view of the European Union law is of course not omitted. With respect to the global nature of the issue, the Thesis includes selected foreign legislation, case law and expert opinions. Since the issue of Let's Play videos is new and almost unexplored, this Thesis examines and defines not only Let's Play videos but also their creators. It also identifies sources of income from Let's Play videos, persons involved and their interests, which can collide with each other. Given the existential interdependence of Let's Play videos on videogames, this Thesis examines even some relevant copyright aspects of videogames. Besides the question of copyright classification of Let's Play videos, the Thesis also deals with not so obvious consequences of such classification. There are analyzed possible legal titles for the use of video games and their elements in the creation, publication and monetization of Let's Play videos as well. Subsequently, this Thesis also examines and analyses the current worldwide licensing practice in this field. Despite the fact, that...
9

Analýza fanouškovského obsahu - modování ve videohrách a jeho komunita / Fan content analysis - modding in videogames and its community

Opekar, Tomáš January 2018 (has links)
This thesis explores a specific form of fan-content creation namely videogame modding. The goal is to explore and compare these forms of content and its communities which are present around selected videogames: The Elder Scrolls V: Skyrim and Cities: Skylines. The theoretical part of this thesis firstly describes media audiences and their functions in contemporary new media environment. Concern is then shifted to problematic of fandom and fan-content production. Theme of the next part is mainly modding itself, its essence is then described, various aspects of modding research are presented and modding communities and aspects of their functions are introduced. The analytic part firstly describes selected videogames and their mechanics. Later, thesis explores the forms of modifications and corresponding communities, for both games, while also concerned with feedback of other players presented in discussions. It has come to light, that this particular type of fan-content is in general very diverse and very popullar among other players, while, for both games, approach to modifications by gamers and developers is in some aspects slightly different.
10

Gamers fighting depression - Strategie hráčů videoher proti pocitům deprese / Gamers fighting depression - Strategies of video game players against feelings of depression

Ováry, Šimon January 2016 (has links)
This thesis examines the motivation of players of video games for their playing, and the strategy of these players for overcoming feelings of depression, using the methods of grounded theory. The first part deals with the approach of sociology and selected studies towards the issue of video games and mental disorders, to which I then relate the findings of my own research at the final chapter. In the second part of this work I present what methodology has been used and how. In the final part I lead a discussion about the findings and outcomes of my research.

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