NE násilí: Transformativní potenciál pacifismu na hráčské interakce a estetické prožitky v násilných videohrách
| Název práce v češtině: | NE násilí: Transformativní potenciál pacifismu na hráčské interakce a estetické prožitky v násilných videohrách |
|---|---|
| Název v anglickém jazyce: | NO to violence: Transformative potential of pacifism on player interactions and aesthetic experiences in violent video games |
| Klíčová slova: | Pacifismus, násilí, násilné videohry, transformativní potenciál pacifismu, hráčské interakce, hráčské estetické prožitky, uživatelské metatexty |
| Klíčová slova anglicky: | Pacifism, violence, violent video games, transformative potential of pacifism, player interactions, player aesthetic experiences, user metatexts |
| Akademický rok vypsání: | 2023/2024 |
| Typ práce: | diplomová práce |
| Jazyk práce: | čeština |
| Ústav: | Katedra mediálních studií (23-KMS) |
| Vedoucí / školitel: | Mgr. Jan Houška |
| Řešitel: | skrytý - zadáno vedoucím/školitelem |
| Datum přihlášení: | 26.03.2024 |
| Datum zadání: | 26.03.2024 |
| Datum a čas obhajoby: | 24.06.2025 09:00 |
| Místo konání obhajoby: | Hollar, H013, 13, Hollar - místn. č. 013 |
| Datum odevzdání elektronické podoby: | 24.04.2025 |
| Datum proběhlé obhajoby: | 24.06.2025 |
| Oponenti: | doc. Mgr. et Mgr. Jaroslav Švelch, Ph.D. |
| Seznam odborné literatury |
| Knihy:
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ALI, Nurwathiqah; TAJUDDIN, Sharul; BRAMANTORO, Arif. 2023. Emotions in Video Games: An Investigation of Game Mechanic Influences. [online]. In: 2023 6th International Conference on Applied Computational Intelligence in Information Systems (ACIIS), October: pp. 1–6. [cit. 2024-9-9]. Dostupné z: https://doi.org/10.1109/ACIIS59385.2023.10367383. BARTLE, Richard. 1996. Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. [online]. United Kingdom: MUSE Ltd, Colchester, Essex. June, 1996. [cit. 2024-9-9]. Dostupné z: https://www.researchgate.net/publication/247190693_Hearts_clubs_diamonds_spades_Players_who_suit_MUDs. BOLTER, Jay David ; GRUSIN, Richard. 2005. Imediace, Hypermediace, Remediace. [online]. In: Teorie Vědy: Časopis pro Mezioborová Zkoumání Vědy, Vol. 14 (27): pp. 5–40. [cit. 2024-9-9]. Dostupné z: https://kramerius.lib.cas.cz/view/uuid:21711a7c-2e83-11e2-1027-001143e3f55c?page=uuid:21711a7d-2e83-11e2-1027-001143e3f55c. 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| Předběžná náplň práce |
| Předmětem této práce je výzkum interaktivního a esteticko-prožitkového potenciálu pacifismu v násilných videohrách. Cílem diplomové práce je zjistit, jaké způsoby interakce a jaké estetické prožitky umožňuje pacifismus v násilných videohrách na příkladu tří titulů: This War of Mine (11 bit studios 2014), Elden Ring (FromSoftware 2022) a NieR:Automata (PlatinumGames 2017). Výzkumnými metodami jsou dvě distinktivní, avšak komplementární kvalitativní analýzy. Každá ze tří analyzovaných videoher je nejprve rozebrána pomocí textové analýzy za účelem nalezení a prozkoumání relevantních obsahových prvků vztahujících se k pacifismu. Následuje obsahová analýza uživatelských metatextů s cílem identifikovat společné vzorce a jejich vzájemné vztahy k odhalení pacifistických hráčských interakcí a estetických prožitků. Výsledkem výzkumu je demonstrace interaktivního a esteticko-prožitkového potenciálu pacifismu v násilných single-playerových videohrách. Mimo nalezení prominentních tematických okruhů vztahujících se k pacifistickým interakcím a estetickým prožitkům je výsledkem také identifikace společných tematických průsečíků napříč analyzovanými uživatelskými metatexty. Těmito průsečíky jsou limitovanost videoherního pacifismu a z ní vyplývající vyšší obtížnost pacifistických průchodů a dále smysluplnost pacifistických estetických prožitků, které mohly některé hráče podnítit k pacifistickému jednání i v reálném životě. Výsledky práce rovněž poskytují vhled do reprezentace a hráčské realizace pacifismu ve videohrách a doplňují tak předešlé analýzy zaměřené pouze na videoherní obsah. Posledním významným zjištěním je poodkrytí kritické evaluace či zpochybňování validity pacifismu a nalezení různorodých interpretací a názorů na pacifistickou praxi napříč analyzovaným uživatelským vzorkem. |
| Předběžná náplň práce v anglickém jazyce |
| The subject of this paper is to research the interactive and aesthetic-experiential potential of pacifism in violent video games. The aim of this diploma thesis is to investigate what forms of interaction and what aesthetic experiences pacifism enables in violent video games, using the example of three titles: This War of Mine (11 bit studios 2014), Elden Ring (FromSoftware 2022), and NieR:Automata (PlatinumGames 2017). The research methods are two distinctive but complementary qualitative analyses. Each of the three video games studied is first analysed using textual analysis to find and explore relevant content elements related to pacifism. This is followed by a content analysis of user metatexts related to pacifism in these video games to identify common patterns and their mutual relations to reveal pacifist player interactions and aesthetic experiences. The research results demonstrate the interactive and aesthetic-experiential potential of pacifism in violent single-player video games. In addition to identifying prominent thematic areas related to pacifist interactions and aesthetic experiences, the findings also reveal common themes across the analysed user metatexts. These themes include the limitations of video game pacifism and the resulting increased difficulty of pacifist playthroughs, as well as the meaningfulness of pacifist aesthetic experiences, which may have prompted some players to engage in pacifist actions in real life. The results of this thesis further provide insight into the representation and player realisation of pacifism in video games, supplementing previous studies which were focused solely on video game content. The last significant finding is the emergence of critical evaluations or questioning of pacifism’s validity, along with identifying a diverse range of interpretations and perspectives on pacifistic practice across the analysed user sample. |
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