Дисертації з теми "Gader"
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Callegarin, Laurent. "Gadir/Gades et le <> : de la genèse à l'époque augustéenne." Toulouse 2, 2000. http://www.theses.fr/2000TOU20018.
Повний текст джерелаCalampa, Mas Chriatian, Flores María Soledad Díaz, Velásquez Luis Alfredo Injante, and Sarmiento Gonzalo González. "Gamer." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2017. http://hdl.handle.net/10757/624826.
Повний текст джерелаGAMER will develop and manage an innovative web site that would have as a value proposition an online service of specialized information on gaming and establish contact with people who like video games, in order to achieve high user traffic that allow the company to commercialize online advertising for companies. The company will offer three types of online advertising packages, in order to offer different alternatives to the needs of potential customers. The research conducted determined that there are 150 companies in Peru for the Gamer sector currently in this market, of which 100% are located in Lima. Through the survey it was possible to identify that we have 75 companies as an operating market ready for advertising on the GAMER website. So the goal the first year is to capture 22.5% of that operating market, in other words, 45 companies for the fifth year to achieve an estimated 100 customers. On the other hand, the initial investment required is S/. 92,167.45, destined as working capital S/ 63,826.45 and as financing S/ 28,341.00. It will get a profitability of 18.25% in the fifth year. The free TIR of 23.11% and the investor of 26.04%. The net present value of both flows is very attractive with S/ 90,251.81 soles in the free flow and S/ 85,878.76 soles in investor flow. Finally, we consider that this project will succeed by the figures and indicators of profitability mentioned.
Tesis
Marroquin, Ferreyra Flavio Xavier, García Pablo Enrique López, Rodriguez Renato Andres Piñheiro, and Ribeyro Jean Pierre Valera. "Portal gamer." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/656966.
Повний текст джерелаIn such a globalized world, the use of applications in today's world is very constant since it is a use that is made every day through cell phones, laptops, computers, televisions and it has become essential for our lives. The world of games has been booming in recent years, with exponential growth, this is affected by digital platforms such as YouTube, Twitch and Mixer with hundreds of thousands of reproductions and followers. In Peru currently the world of the video game industry, being one of the benchmarks in Dota 2, but we identified a shortage of potential in other games such as FIFA, Call of Duty, War Zone, among others. For this reason, we decided to create an E-learning platform to boost the skills of users in the different E-sports games, help them through teaching with leading teachers in the industry with unique skills for video games that can pass on their knowledge to students.
Trabajo de investigación
Joseph, Simone. "Pourquoi garder les papiers ? Que garder ? Comment garder ? Ethnologie des pratiques et des politiques d'archivage des entreprises." Paris 7, 1999. http://www.theses.fr/1999PA070116.
Повний текст джерелаThe archives could seem an insignificant subject. It is still referring to past's utility and the need to conserve it, when our economic context place data, preferably recent, is at the system's heart. The present thesis is based on a study done in a French industrial public firm's research center. It is on three levels. The first level is the individual one, who works in about forty people department, where our participator observing took place. The second one is the "local" level which is this department itself, part of the third, the "global" one which is the whole center. We have taken care of the legislation, norms, behaviors and speeches, from the employees as well as from the management. If archiving is a special time in the everyday work life, we do not assist to a common "ritual". There is no collective interpretation, whatever the level, on these actions. Archive's position interrogate firm memory and sends back to its organization and its politics, and to its perpectives for the future
Acosta, Corrales Nieves Mauricio Jesus, Flores Diego Andres Everett, Fiorentini Luis Diego Goicochea, Mago Mauricio Nagaro, and Milligan Niccolo Noriega. "Proyecto Academia Gamer." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/652261.
Повний текст джерелаForester, Gus. "Was Gawain a Gamer?" Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/honors/249.
Повний текст джерелаLidström, Michaela. "Identiteten Gamer : Livsberättelser från fyra unga män om hur de utvecklade identiteten gamer." Thesis, Karlstads universitet, Institutionen för sociala och psykologiska studier (from 2013), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-66991.
Повний текст джерелаCuba, Arturo. "El ocaso de un gamer peruano." Universidad Peruana de Ciencias Aplicadas (UPC), 2015. http://hdl.handle.net/10757/344523.
Повний текст джерелаLa vida de un gamer profesional es poco conocida en nuestro país y suele estar rodeada de prejuicios. Jean Marco «Saxu_un» Villafana, jugador experto en Defense of the Ancients 2 (DOTA 2), ha encontrado en este estilo de vida una oportunidad para practicar lo que más le gusta: batirse en combate por grupos y salir victorioso de la experiencia, aunque el éxito sea solo un pretexto del momento. Porque vivir una partida multijugador en línea pone al límite nuestras habilidades físicas y emocionales. Tensión, nerviosismo, cansancio, decepción, frustración y desahogo son emociones recurrentes a la hora de vivir una vida que no existe como tal, pero que emula serlo. Es lo que ocurre en la mente de un jugador, de un gamer que avanza sin vacilaciones, lo que hace de la ficción un acontecimiento real.
Gahm, Fredrik. "Ventilering av brännbara gaser vid batteribränder." Thesis, Luleå tekniska universitet, Institutionen för samhällsbyggnad och naturresurser, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-82618.
Повний текст джерелаMarián, Santos Javier. "Monkey Gamer : Automatic Profiling of Android Games." Thesis, Linköpings universitet, Programvara och system, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-96923.
Повний текст джерелаMendonça, Christopher Nóbrega. "Caracterização do Gamer de eSports em Portugal." Master's thesis, Universidade de Évora, 2020. http://hdl.handle.net/10174/28125.
Повний текст джерелаHerodotou, Christothea. "Game appropriation : where does the gamer fit?" Thesis, University College London (University of London), 2009. http://oro.open.ac.uk/49459/.
Повний текст джерелаCórdova, Aguilar Hildegardo. "Semblanza del geógrafo Daniel Wayne Gade." Pontificia Universidad Católica del Perú. Centro de Investigación en Geografía Aplicada, 2014. http://repositorio.pucp.edu.pe/index/handle/123456789/119645.
Повний текст джерелаGauer, Florian [Verfasser]. "Strategic interaction and socio-economic structure / Florian Gauer." Bielefeld : Universitätsbibliothek Bielefeld, 2016. http://d-nb.info/1104367343/34.
Повний текст джерелаGauer, Niels [Verfasser]. "Pharmakodynamisches Monitoring immunsuppressiver Therapie nach Nierentransplantation / Niels Gauer." Berlin : Medizinische Fakultät Charité - Universitätsmedizin Berlin, 2014. http://d-nb.info/105202078X/34.
Повний текст джерелаGuillard, Valérie. "La tendance de certains consommateurs à tout garder." Paris 9, 2009. https://bu.dauphine.psl.eu/fileviewer/index.php?doc=2009PA090082.
Повний текст джерелаGauer, Clinton Francis. "Radiation tolerant many-core computing system for aerospace applications." Thesis, Montana State University, 2010. http://etd.lib.montana.edu/etd/2010/gauer/GauerC0510.pdf.
Повний текст джерелаO'Connor, Clémence. "'Pour garder l'impossible intact' : the poetry of Heather Dohollau." Thesis, St Andrews, 2009. http://hdl.handle.net/10023/791.
Повний текст джерелаGayer, Nils [Verfasser]. "Magnetotransport und Thermoelektrik in zylindrischen GaAs-Halbleiterstrukturen / Nils Gayer." München : Verlag Dr. Hut, 2018. http://d-nb.info/1170474128/34.
Повний текст джерелаLaw, Y. Y. "The travelling gamer : an ethnography of video game events." Thesis, University of Salford, 2016. http://usir.salford.ac.uk/40411/.
Повний текст джерелаHowat, Tyler Paul. "Scott Pilgrim's Gaming Reality: An Introduction to Gamer Realism." University of Dayton / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1343318875.
Повний текст джерелаBriano, Fuentealba Victoria, and Adasme Liliana Mera. "Identidad Gamer: constructos personales y relatos en videojugadores/as." Tesis, Universidad de Chile, 2016. http://repositorio.uchile.cl/handle/2250/145767.
Повний текст джерелаLa gran mayoría de los estudios que se han realizado desde la Psicología respecto al tema de los videojuegos se centra en posibles aspectos patológicos y en el impacto positivo o negativo que este pasatiempo podría tener en sus usuarios, dejando un vacío en lo que respecta a la experiencia subjetiva del videojugador. En la presente investigación se entrevistó y aplicó el método de rejilla a 5 participantes que se identifican como gamers, con el fin de explorar el posible rol del videojuego en la construcción de su identidad. Luego de un análisis de contenido de las entrevistas y el análisis de las rejillas, se concluye que el videojuego efectivamente tiene parte junto a otras experiencias en la configuración identitaria de estosgamers, y que algunos de los elementos relacionados con el juego son integrados a su sentido de sí mismo y redes de significado
Varé, Gaitán Diego Alberto. "E-Sports: la relación entre los influencers y la intención de compra de periféricos de computadora en jóvenes de 18 a 30 años del NSE B residentes de Lima Metropolitana." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/627764.
Повний текст джерелаThe main objective of this research work is to show the relationship between the influencers in the field of e-Sports and the intention to purchase peripherals for computers in young people between 18 and 30 years old from NSE B, residents of Metropolitan Lima. This research topic has been chosen given the growing phenomenon of e-Sports that occurs around the world, which is an incentive for young people to acquire certain types of peripherals and in turn, is an incentive for some companies to start sell this type of products and start to perform other marketing strategies such as Influencers marketing. With this research work we want to understand how Influencers marketing oriented to e-Sports would motivate the Peruvian public to acquire peripheral products, and in turn understand what factors motivate young people to become more involved in the process shopping. For this study a series of actions will be carried out to facilitate the obtaining of information by the public involved in the phenomenon, among these we have in-depth interviews and surveys, which will be of help to determine what motivates these people to be convinced of Buy certain brand for certain type of peripherals.
Trabajo de investigación
Eriksson, Anton. "Spelarbeteende – Gamer mode : Hur framställningen utav uppgifter påverkar spelarens beteende." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13663.
Повний текст джерелаNykiel, Florence. "L'accouchement anonyme ou le droit de garder une maternité secrète." Lyon 3, 1995. http://www.theses.fr/1995LYO33012.
Повний текст джерелаThe purpose of this study is to assess the importance and the benefits of anonymous birth in french legislation. This study includes an introduction recounting the history of anonymous abandonment and two sections dealing respectively with the legal response to the mother's claim to remain anonymous and the consequences attached to keeping the birth anonymous or not. It seems that the establishment of anonymous birth in the civil code by the law dated 8 january 1993 was well accepted and proved to have positive effects. However, the reform did not do anything regarding the inadequacy which exists between this type of adoption and the social legislation applicable to maternity. Neither was anything achieved in the procedures related to the taking in care of the baby, these procedures follow quick fix practises set up by adoption bodies. A chapter is devoted to another issue connected to anonymous maternity : the right of access to information on family origins. Though this right was confirmed by the international convention on children rights, the right of access to information on family origins is still denied by french law which fully admits the right to anonymous birth and the correlative denial of all claim tending to establish maternal filiation. A part of the thesis is devoted to the abuse of anonymous birth, especially the practise of surrogacy, not forgetting all the penal offences which can result from the abuse or the lack of knowledge on anonymous birth
William, Persson. "Educating the gamer. : An analysis on how the “gamer” is taught the rules of a game efficiently to recognize patterns and become a better player." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-325204.
Повний текст джерелаI denna uppsats undersöks frågan om fördjupning och inlärning i de inledande, handledande/guidande sekvenserna i spel för att granska om det finns design-principer som universellt kan användas för att göra handledande/guidande sekvenser i spel av en högre kvalitet enligt flera förbestämda drag. En formell analys av introsekvenserna för tre specifika spel görs för att identifiera de underliggande design-principerna som utgör strukturen för varje individuell introsekvens. De resulterande analyserna blir sedan jämförda med varandra för att uppdaga likheter mellan introsekvenserna så att design-principerna kan identifieras och undersökas. Resultaten visar att inga sådana universella design-principer finns, istället bör dessa design-principer nyttjas på ett sätt som bäst passar de specifika krav som spelet som utvecklas har.
King, Tanya Rachel. "P-T-t-d evolution paths within the Gander Zone, NE Newfoundland." Thesis, Oxford Brookes University, 1997. https://radar.brookes.ac.uk/radar/items/0a101a65-5018-4aa9-ba85-4e4f3e914f8a/1/.
Повний текст джерелаGager, Yann [Verfasser]. "Causes and consequences of sociality in a neotropical bat / Yann Gager." Konstanz : Bibliothek der Universität Konstanz, 2016. http://d-nb.info/1112944761/34.
Повний текст джерелаMolander, Björn. "Initial behandling med kortikosteroid vid inandning av retande gaser : en litteraturstudie." Thesis, Sophiahemmet Högskola, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:shh:diva-1818.
Повний текст джерелаFrank, Anders. "Gamer mode : Identifying and managing unwanted behaviour in military educational wargaming." Doctoral thesis, KTH, Medieteknik och interaktionsdesign, MID, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-156886.
Повний текст джерелаQC 20141209
Olsson, Maria. ""True gamer" culture on Twitch and its effect on female streamers." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-24013.
Повний текст джерелаOechsle, Siegfried. "Symphonik nach Beethoven : Studien zu Schubert, Schumann, Mendelssohn und Gade /." Kassel ; Basel ; London : Bärenreiter, 1992. http://catalogue.bnf.fr/ark:/12148/cb35531549h.
Повний текст джерелаBothén, Simon, and Patrik Nilsson. "How Interactions Shape the User Experience – a Mobile Virtual Reality User Study." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20671.
Повний текст джерелаPekkari, Niklas. "”Jag skulle aldrig se mig själv som en gamer” : En kvalitativ studie om dataspelande medelålders män." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74747.
Повний текст джерелаDuring the past 20 years, computer games have grown in popularity among large parts of the population in the industrialized Western world (Interactive Software Federation of Europe, 2012). Computer games have gone from being a leisure activity that young people are engaged in to being a significant cultural phenomenon that large parts of the population engages in. However, computer gaming is still most common among young males (Verheijen, Burk, Stoltz, van den Berg, & Cillessen, 2019). The purpose of this study is to investigate the driving forces behind middle-aged mens gaming online and to seek a deeper understanding of how the computer gaming affects the self-image and sense of belonging among these men. The chosen method is of a qualitative nature and the collection of empirical data has taken place through semi-structured interviews conducted with six middle-aged men who play together via the Internet. The study's theoretical framework consists of Anthony Gidden's and Stuart Hall's theories on identity and identity creation in the late modern society as well as Randall Collin's theory of social interaction rituals. The result points to the fact that middle-aged men's motives for playing computer games in an online environment are primarily to gain access to social interaction and thereby have the opportunity to build friendship networks. The informants act of gaming is a kind of virtual and digital interaction ritual that helps to create a relaxed environment that allows the informants to load up with positive emotional energy that helps them cope with a stressful existence in real life.
Mottola, Marco. "La responsabilità del gamer. L'autore nel videogioco e nel mercato videoludico contemporaneo." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021. http://amslaurea.unibo.it/24507/.
Повний текст джерелаHiidenheimo, Karoliina, and Ida Andersson-Junkka. "The Gamer Girls of Jorvik : Motivations of Play in Star Stable Online." Thesis, Uppsala universitet, Institutionen för speldesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-357893.
Повний текст джерелаSteele, Samara Hayley. "The Gamer Who Destroyed the World and Other Stories from my Life." PDXScholar, 2014. https://pdxscholar.library.pdx.edu/open_access_etds/2020.
Повний текст джерелаGamer, Thomas [Verfasser], and M. [Akademischer Betreuer] Zitterbart. "Dezentrale, Anomalie-basierte Erkennung verteilter Angriffe im Internet / Thomas Gamer ; Betreuer: M. Zitterbart." Karlsruhe : KIT Scientific Publishing, 2010. http://d-nb.info/1185493131/34.
Повний текст джерелаComrie, Allison. "The Plight of the 'Girl' Gamer: Deconstructing the Stereotypes of Women in Gaming." Scholarship @ Claremont, 2014. http://scholarship.claremont.edu/scripps_theses/350.
Повний текст джерелаStrong, S. A. "Gamer-generated language and the localisation of Massively Multiplayer Online Role-Playing Games." Thesis, University College London (University of London), 2018. http://discovery.ucl.ac.uk/10046921/.
Повний текст джерелаWallenå, Josefine. "En helt vanlig gamer : En kvalitativ analys av bemötandet av kvinnor i CS:GO." Thesis, Umeå universitet, Institutionen för kultur- och medievetenskaper, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-116067.
Повний текст джерелаPienaar, Marike. "Pensioenbelang en die eis van die nie-lid gade na egskeiding." Diss., University of Pretoria, 2017. http://hdl.handle.net/2263/65710.
Повний текст джерелаWasserloos, Yvonne. "Kulturgezeiten : Niels W. Gade und C.F.E. Hornemann in Leipzig und Kopenhagen /." Hildesheim : G. Olms, 2004. http://catalogue.bnf.fr/ark:/12148/cb399123898.
Повний текст джерелаLiepa, Marcis. "How Male Gamers Perceive Games with Non-sexualized Female Protagonists : Swedish Males Aged 18 and Above." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1943.
Повний текст джерелаBordbar, Kaveh. "Kunskap om och upplevelse av halitosis samt klinisk mätning av svavelhaltiga gaser bland gymnasieelever." Thesis, Kristianstad University, School of Health and Society, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-6993.
Повний текст джерелаThe aim of this study is to examine the knowledge and experience of the bad breath among high school students in Kristianstad. A further objective was to measure the amount of VSC (Volatile Sulfur Compounds) among those who perceive themselves to have a bad breath. A questionnaire with 21 closed questions was distributed to 120 high school students from Kristianstad municipality who were between the ages of 17-20. The results of this study revealed that most of the students had good knowledge of halitosis. The majority of all participants thought it was important to smell fresh in the mouth and also experienced most of their breath as very good or good. Only a few felt that they had bad breath. However, these persons did think their breath affect their everyday life. Furthermore, they have never felt embarrassed or caught in embarrassing situations due to their breath. The results from the clinical examination was carried out on 8 of the 120 students and was designed to measure the amount of sulphurous gases in the oral cavity which revealed that the average values that emerged in the examination below is the limited values for having a poor breath.
Syftet med denna studie var att undersöka kunskapen och upplevelsen av dålig andedräkt hos gymnasieelever i Kristianstad, ytterligare ett syfte var att mäta mängden VSC (reaktiva svavelföreningar) hos dem som upplever sig ha dålig andedräkt. En enkät med 21 slutna frågor delades ut till 120 gymnasieelever som var mellan 17-20 år och studerade i Kristanstads kommun. Av resultatet i denna studie framkom att de flesta av gymnasieeleverna hade goda kunskaper om halitosis. Nästan alla 120 som besvarade enkäten tyckte att det var viktigt att lukta fräsch i munnen och dessutom upplevde de flesta sin andedräkt som mycket bra eller bra. Endast ett fåtal (14% ) kände att de ibland hade dålig andedräkt. Hos dessa påverkades inte andedräkten deras vardagliga liv och de hade aldrig blivit generade eller hamnat i pinsamma situationer på grund av sin andedräkt. Resultatet från den kliniska undersökningen som gjordes på 8 av de 120 elever som besvarade enkäten där mängden av de svavelhaltiga gaserna i munhålan mättes visade att i genomsnitt ligger värden som framkom i undersökningen under gränsvärden för att man skall ha dålig andedräkt.
Gadre, Shubhankar [Verfasser], and Thomas [Akademischer Betreuer] Schrader. "A new GC Binder for sequence-selective DNA recognition / Shubhankar Gadre ; Betreuer: Thomas Schrader." Duisburg, 2019. http://d-nb.info/1191691845/34.
Повний текст джерелаBraaf, Adele. "A grounded theory for active video game design to promote gamer engagement and immersion." Thesis, Cape Peninsula University of Technology, 2017. http://hdl.handle.net/20.500.11838/2724.
Повний текст джерелаActive Video Games (AVGs) are a form of video games that rely on gamer motion as the main source of interaction between the AVG and the player. These AVGs serve a number of purposes, such as medical rehabilitation, education, social development, and motor skill development, among others. Prolonged play of AVGs is not sustainable as gamers lose interest in playing AVGs after the initial period of acquiring them. Therefore, the following research question was posed: “What design factors contribute to an engaged and immersed AVG experience?” The aim was to explore the inhibiting and enhancing factors influencing engagement and immersion among AVG gamers, as well as to develop a theory of AVG design. Constructivist Grounded Theory (CGT) was used as the methodology to carry out this study, which adopted an inductive approach towards the research to construct a theory firmly grounded in the data. Play Active Theory (PAT) is the outcome of this process, which explores the engagement and immersion factors related to AVG design as well as the abandonment and replayability of AVGs. PAT was compared to existing engagement and motivation theories as part of the CGT process, and further refined. In closing, the research question was answered and the aims of the study were met. A reflection account of the research journey concludes the thesis.
Oliveira, Rodrigo Oliveira de. "Garotas que jogam videogame: expressões de identidade e interações sobre cultura gamer no Facebook." Universidade do Vale do Rio dos Sinos, 2014. http://www.repositorio.jesuita.org.br/handle/UNISINOS/3225.
Повний текст джерелаMade available in DSpace on 2015-04-01T17:52:06Z (GMT). No. of bitstreams: 1 Rodrigo Oliveira de Oliveira.pdf: 2830022 bytes, checksum: 454083ae2a33ba4c6b9b43af344154ce (MD5) Previous issue date: 2014-10-17
CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
Este trabalho tem como objetivo principal a análise da página do Facebook "Garotas que jogam Video game" considerando sua criação, organização, postagens e interações entre os usuários. Propõe-se aqui a realização de uma pesquisa que compreenda as expressões identitárias relacionadas a reivindicações feministas e construção de sentidos produzidos a partir de trocas comunicacionais tematizadas dentro do consumo cultural de produtos relacionados direta ou indiretamente aos videogames. Para tanto, há uma apresentação de contexto sociocultural e mercadológico que tenta entender como o consumo de videogames parece ser algo não pertencente ao universo feminino pelo senso comum, bem como um panorama de mudanças percebidas e tendências. Também são apresentadas teorias e conceitos utilizados para se criar a perspectiva da pesquisa, considerando especialmente relações entre consumo, gênero, feminismo e cultura gamer. Posteriormente, é apresentado um trabalho empírico desenvolvido a partir da observação da página e seus conteúdos e interações, relacionando-os com a problemática proposta, onde é possível detectar o espaço como local legítimo de fomento à igualdade de gêneros, porém, de forma sutil e gradual.
This work aims to conduct an analysis of the Facebook page "Garotas que jogam video game" considering its creation, organization, posts and interactions among users. We propose to conduct a research to understand the identity expressions related to feminist demands produced from themed communication exchanges within the cultural consumption of products directly or indirectly related to videogames. There is a presentation of sociocultural and marketing context that attempts to understand how the consumption of video games seems to be something not belonging to the female universe by regular sense as well an overview of perceived changes and trends. Also, we present theories and concepts used to create the perspective of research, especially considering relationships between consumption, gender, feminism, gaming culture. Is subsequently lodged an empirical work that is carried out direct observation of the page and its contents and interactions, relating them to the problem proposed, where is possible to detect the space as a legitimate place for fostering gender equality, but in a way subtle and gradual.
Gauer, Sabrina [Verfasser], and Friedrich [Akademischer Betreuer] Giffhorn. "Molekulare Evolution von Dehydrogenase-Varianten zur Herstellung enantiomerenreiner Feinchemikalien / Sabrina Gauer. Betreuer: Friedrich Giffhorn." Saarbrücken : Saarländische Universitäts- und Landesbibliothek, 2011. http://d-nb.info/105143436X/34.
Повний текст джерелаGayer, Fabian Alexander [Verfasser]. "Das inflammatorische Infiltration im Seminom - Ein Hinweis auf den klinischen Verlauf? / Fabian Alexander Gayer." Göttingen : Niedersächsische Staats- und Universitätsbibliothek Göttingen, 2021. http://d-nb.info/1236753992/34.
Повний текст джерела