Дисертації з теми "Societal gaze"
Оформте джерело за APA, MLA, Chicago, Harvard та іншими стилями
Ознайомтеся з топ-50 дисертацій для дослідження на тему "Societal gaze".
Біля кожної праці в переліку літератури доступна кнопка «Додати до бібліографії». Скористайтеся нею – і ми автоматично оформимо бібліографічне посилання на обрану працю в потрібному вам стилі цитування: APA, MLA, «Гарвард», «Чикаго», «Ванкувер» тощо.
Також ви можете завантажити повний текст наукової публікації у форматі «.pdf» та прочитати онлайн анотацію до роботи, якщо відповідні параметри наявні в метаданих.
Переглядайте дисертації для різних дисциплін та оформлюйте правильно вашу бібліографію.
Cruea, Mark Douglas. "The Virtual Hand: Exploring the Societal Effects of Video Game Industry Business Models." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1320430304.
Повний текст джерелаGamieldien, Maheerah. "Lowering the gaze: Representations of Muslim women in South African society in the 1990's." University of the Western Cape, 2004. http://hdl.handle.net/11394/6502.
Повний текст джерелаMuslim women’s lack of access to mosque space has left them with few opportunities to direct or influence the interpretation of the theological texts. The mosque is an almost strictly gendered space that is seen as a key platform from which Muslims are exhorted to fulfill existing obligations and where new practices emerge as part of the creation of tradition in the Muslim community. I would further like to argue that it is the acts and interventions of the women who have claimed Islam and its belief system in its entirety as their own and then shaped this to fit their lives that will enable Muslims to rethink existing attitudes to women in Muslim communities.
Kenneally, Rhona Richman. "The tempered gaze : medieval church architecture, scripted tourism, and ecclesiology in early Victorian Britain." Thesis, McGill University, 2003. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=19609.
Повний текст джерелаLo, Dominic. "Football, The World's Game: A Study on Football's Relationship with Society." Scholarship @ Claremont, 2011. http://scholarship.claremont.edu/cmc_theses/94.
Повний текст джерелаManzione, Carlo. "Il Rhetor di Coricio di Gaza (op. XLII Foerster/Richtsteig) : società e scuola a Gaza nel tardo-antico." Thesis, Nantes, 2016. http://www.theses.fr/2016NANT2003.
Повний текст джерелаIn the Rhetor (op. XLII F./R.) Choricius of Gaza imagines that a rhetor of a city under siege, with his oratorical skills, is able to convince the enemy to raise the siege, avoiding in this way a long and violent war to his fellow citizens. He demands from the city the prize which it is up to “the one who successfully put through a war”. A soldier opposes “because the law dispenses prizes to the winner with weapons, not to those who convinces with words”. The declamation is a tribute to the evocative and persuasive power of the logos. It marks the triumph of the power of reason upon the reason of force. The thesis proposes: an introduction about Choricius, his work and the recurrent themes of his declamations (also in order to the theme of gheras in the rhetorical tradition and declamatory) and its frame of reference; the translation of declamation; the linguistic and stylistic commentary and, at the same time, historical and literary commentary. This commentary is to clarify the author's text and the influence on Choricius of tradition and his originality in relation to this tradition. The thesis contextualizes the Choricius' work in the Gaza on the fifth and sixth century A.D. and the role of the Gaza School in the transition from the classical tradition to Christianity. The analysis and commentary of Rhetor focuses mainly on analysis of “loci communes”; structure of declamation; dialexeis; dialexis 24 and its location "problematic" in Choriciu’s corpus
Holmgren, Hailey Elizabeth. "For the Love of a Game: The Effects of Pathological Video Game Use on Romantic Relationship Satisfaction." BYU ScholarsArchive, 2017. https://scholarsarchive.byu.edu/etd/6900.
Повний текст джерелаKing, Taryn. "Through the Camera Obscura : exploring the voyeuristic gaze through Grahamstown's architecture." Thesis, Rhodes University, 2015. http://hdl.handle.net/10962/d1018937.
Повний текст джерелаGjörloff, Per M., and Robert Gustafsson. "The Hidden Game : A comparative study on rugby and soccer in modern South African society." Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-29236.
Повний текст джерелаMAIA, LUCIANO SILVA. "CONSUMER SOCIETY ANM CONTEMPORARY NARCISISM: A GAME OF MIRRORS IN A WORLD OF FEW IDEALS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2007. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=10162@1.
Повний текст джерелаPartindo de uma análise introdutória da lógica do consumo fundada nas contribuições das Ciências Sociais, este trabalho desenvolveu a seguir o argumento segundo o qual a sociedade de consumo se beneficia, em grande medida, da permanência no psiquismo de um ideal de onipotência narcísica que aponta para um estado originário de ausência de necessidade, sintetizado na primeira experiência de satisfação. A intenção central deste trabalho foi, portanto, detectar quais os elementos psíquicos responsáveis pela sustentação do arranjo social representado pela sociedade de consumo, a partir de uma discussão das conseqüências subjetivas da constituição do sujeito numa cultura do consumo que, por outro lado, representam apoios psíquicos consistentes com sua manutenção.
Starting from an introductory analysis os consumer logic, based on the contributions derived from Social Sciences, this study develops the argument that consumer society benefits largely from the persistence in the psyche of an omnipotent narcissist ideal which points to an original state of completeness, synthesized by the first experience of satisfaction. The core purpose of this work was, therefore, to detect which psychic elements are responsible for sustaining the social arrangement represented by consumer society, emphasizing the subjective consequences that result from the process of the constitution of a subject within a consumer cultura whilst, on the other hand, provide psychic support consistent with its maintenance.
Schultz, Riley. "Civil Society Under Israeli Occupation : A Case Study of Palestinian NGO's in the Gaza Strip." Thesis, Malmö universitet, Institutionen för globala politiska studier (GPS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43838.
Повний текст джерелаHuggins, Michael John. "'Monstrous game of speculation' : flat racing and British society c1790-1914; a social and economic history." Thesis, Lancaster University, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.246128.
Повний текст джерелаChao, Yu-ling. "Dance, culture and nationalism : the socio-cultural significance of Cloud Gate Dance Theatre in Taiwanese society." Thesis, City University London, 2000. http://openaccess.city.ac.uk/11875/.
Повний текст джерелаTownshend, Philip. "Games in culture : a contextual analysis of the Swahili board game and its relevance to variation in African Mankala." Thesis, University of Cambridge, 1986. https://www.repository.cam.ac.uk/handle/1810/250894.
Повний текст джерелаMosharrof, Sadia. "Intellectual Property Rights and the Game Industry : Focusing on Copyright law." Thesis, Uppsala universitet, Juridiska institutionen, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-415694.
Повний текст джерелаHill, Warren D. "Ballcourts, competitive games and the emergence of complex society." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp02/NQ38896.pdf.
Повний текст джерелаJahrmann, Margarete. "Ludics for a Ludic society : the art and politics of play." Thesis, University of Plymouth, 2011. http://hdl.handle.net/10026.1/453.
Повний текст джерелаFields, Lindsay D. "Developing a Model to Predict Prevalence of Compulsive Behavior in Individuals with OCD." Scholar Commons, 2018. https://scholarcommons.usf.edu/etd/7286.
Повний текст джерелаCsengeri, Janos. "Civil society as a game changer: a comparative study of political transitions in Eastern Europe and the Middle East." Thesis, Monterey, California: Naval Postgraduate School, 2013. http://hdl.handle.net/10945/38911.
Повний текст джерелаThis study examines the role civil society has played in bringing about political change in the totalitarian regimes of the former Communist Bloc in Eastern Europe and the authoritarian states challenged by the Arab Spring. Specifically, this thesis creates a list of criteria for evaluating the presence of a good (meaning vibrant and liberal) or bad (meaning anti-democratic and non-liberal) civil society, and uses these criteria to predict the long term prospects of democratization in the four countries studied: Poland, Russia, Tunisia, and Egypt. The study finds that the presence of a good civil society or the majority of its criteria enhances the prospects of democratization in countries undergoing political transitions, while the lack of all or most of its criteria significantly decreases the likelihood that a democratic system will take root.
Cerbara, Mattia. "Game engines and MAS: tuplespace-based interaction in Unity3D." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/15627/.
Повний текст джерелаSmith, Jamie McClellan. "The Relationship Between Video Game Use and Couple Attachment Behaviors in Committed Romantic Relationships." BYU ScholarsArchive, 2013. https://scholarsarchive.byu.edu/etd/3606.
Повний текст джерелаDavies, Bryan. "Evaluating the User-Experience of Existing Strategies to Limit Video Game Session Length." Thesis, University of Cape Town, 2018. http://pubs.cs.uct.ac.za/archive/00001248/.
Повний текст джерелаQleibo, Elena. "Vivre à Gaza : pour une sociologie de la résilience." Thesis, Bourgogne Franche-Comté, 2017. http://www.theses.fr/2017UBFCC026/document.
Повний текст джерелаHow to explain the social resilience evidenced by Gazans notwithstanding the challenges imposed by what began as a partial blockade in the year 2000 to become a practically unmitigated situation since the year 2006? Having shared the daily life of Gaza for over ten years, a researcher in sociology and anthropology tries to answer the question. This thesis is the result of the analysis of in-depth interviews of a population of circa 120 individuals , men and women, coupled by immersion in the daily life and availing herself of numerous and diverse reports and studies on the condition of life in Gaza. The researcher concludes that one has to probe for the origin of this resilience in the resources that constitute for the Gazans the solidity of their social institutions and the reference to a shared history.Beyond the Gaza case, this work is a contribution to an analysis of what may allow societies and individuals that conform them to overcome crisis
Diab, Madeleine, Helge Fischer, Bettina North, Josefin Müller, and Maik Arnold. "Game-Based Learning in der beruflichen Bildung." TUDpress, 2020. https://tud.qucosa.de/id/qucosa%3A73708.
Повний текст джерелаSiegel, Claire. "L'Artgame, un jeu utopique à l'ère de la gamification ?" Thesis, Montpellier 3, 2015. http://www.theses.fr/2015MON30037/document.
Повний текст джерелаFrom serious games to ArtGame, the video game broke away from the entertainment industry to become one of the most attractive media of this century. Gamification, in particular, reflects a desire for fun penetrating the mentality of contemporary people and their relation to the world and to others. Whether in its industry, in the serious games movement, or the Games for Change and also the ArtGame and Game Art, the advent of the society of total gaming is obvious. As with all forms of games previously, the video game appears as a space for representations, a vehicle of “l'esprit du temps”. Perpetuated or criticized, these representations unfold within the formal and structural representations of these videogames. Forming "rhetorical architectures", video games must be regarded as “hypermediums” to discover discussions and the socio-political tensions at play.Conceived by game designers, who are “cultural subjects”, video games convey their “ideologemes” transmitted from a time. Through their creators, these art forms are like prisms that can show the contemporary issues through the various artistic materials : image, music, text, mechanics, gameplay systems, etc. Faced with gamification aiming to sweeten the world to make it functional in an alienating neo-liberal society, some video games, especially in the field of ArtGame, unveil the emancipating, critical and demanding potential of video games. Among them, the video game territories are, instead, considered as an "awakening technique" for fundamental philosophical questions, necessary societal actions and vital political commitments in the contemporary individual
McCarley, Alastair. "The people's 'beautiful game'/'just another bloody Saturday afternoon' : the popular, sectarian-class football culture of N.Irish society; a sociological analysis." Thesis, University of Ulster, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.261040.
Повний текст джерелаKramm, Michael [Verfasser], Lars Peter [Akademischer Betreuer] Metzger, and Wolfgang [Gutachter] Leininger. "Game theoretical analyses of industrial and societal organization : Economic design with a focus on heterogeneity and the impact of informational asymmetries / Michael Kramm ; Gutachter: Wolfgang Leininger ; Betreuer: Lars Peter Metzger." Dortmund : Universitätsbibliothek Dortmund, 2018. http://d-nb.info/1172970947/34.
Повний текст джерелаKramm, Michael [Verfasser], Lars [Akademischer Betreuer] Metzger, and Wolfgang [Gutachter] Leininger. "Game theoretical analyses of industrial and societal organization : Economic design with a focus on heterogeneity and the impact of informational asymmetries / Michael Kramm ; Gutachter: Wolfgang Leininger ; Betreuer: Lars Peter Metzger." Dortmund : Universitätsbibliothek Dortmund, 2018. http://nbn-resolving.de/urn:nbn:de:101:1-2018120702432089798700.
Повний текст джерелаSmith, Nathan J. "Does Video Game Content Matter? An Examination of Two Competing Ideas." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/6026.
Повний текст джерелаSelimi, Fitim. "Roll, Duck, & Cover! : A collaboratively produced, critical game that generates a discussion around the visual representation of nuclear warfare in media." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76203.
Повний текст джерелаGuardiola, Emmanuel. "Méthode de game design pour la création d'un profil psychologique du joueur." Phd thesis, Conservatoire national des arts et metiers - CNAM, 2014. http://tel.archives-ouvertes.fr/tel-00978531.
Повний текст джерелаBurke, Benjamin M. S., James M. Ph D. Duncan, Nick Ph D. Frye, and Mallory Ph D. LMFT CFLE Lucier-Greer. "Sense of (Online) Community? The Social Organization Theory of Action and Change and Adult Video Game Players." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/secfr-conf/2020/schedule/45.
Повний текст джерелаSeidel, Anna, Franziska Weidle, and Claudia Börner. "Spielerischer Zugang zu MINT-Studiengängen: das Serious Game des Learn&Play Projekts als Anwendungsbeispiel." TUDpress, 2020. https://tud.qucosa.de/id/qucosa%3A73916.
Повний текст джерелаEtchanchu, Helen. "The roles of discourse, legitimacy and power in enabling and hindering institutional change towards sustainability." Thesis, Cergy-Pontoise, Ecole supérieure des sciences économiques et commerciales, 2016. http://www.theses.fr/2016ESEC0005.
Повний текст джерелаThis dissertation is based on three separate but interconnected essays which underscore the important roles of discourse, legitimacy and power in fueling or hindering institutional change towards sustainability. In two chapters of my thesis I explore the discursive legitimation dynamics in the contested issue field around shale gas, in France and Germany. The exploitation of shale gas via the hydraulic fracturing (or fracking) technique triggered strong contestation in these countries due to its socio-economic, environmental, and political implications which challenge the energy sector on a global scale. The first essay is a comparative case study of the public shale gas debates which surfaces the important role of institutions in influencing the success of certain arguments over others. The second essay is a single case study focusing on the (de)legitimation of the actors involved in the French shale gas debate which proposes that there is a fundamental difference in legitimating an issue and legitimating an actor. The third theoretical essay introduces the concept of parentalism in order to highlight how actors control who may participate in discursive struggles. On a whole this thesis surfaces how ongoing struggles in contested environmental and social issue fields are shaped by the fit of discursive strategies with the institutional context and contestants’ legitimate identities as well as by actors’ discursive and non-discursive controlling strategies of who participates and how in deliberation
Lemos, Patrícia do Prado Ferreira. "O sujeito e o gozo escópico na sociedade contemporânea conectada." Pontifícia Universidade Católica de São Paulo, 2014. https://tede2.pucsp.br/handle/handle/17060.
Повний текст джерелаCoordenação de Aperfeiçoamento de Pessoal de Nível Superior
This research proposes to interface psychoanalysis and society, focusing on the contingencies of late capitalism which cross social linkings and are reflected on the subjects. In view of this situation, we understand the internet takes a notable role, when regarding social networking, by displaying the constitutions of social linkings and some aspects of the structure of these subjects. Thus, the thesis we have seeked to defend is that in the present conjuncture, especially in light of its technological apparatuses, the subjects are more significantly captured by a distinctive modality of gaze, one we apprehend being the "scopic", which in face of its features, exposes the peculiarities of the subjects structures and their interface with other subjects and objects. For such a task, we have divided our research into three complementary chapters: in the first, we investigate different readings about contemporary culture, contrasting between modern and post-modern conceptions and shedding some light on the society in which the subjects are taking part; in the second chapter, we highlight some theoretical differences introduced by Psychoanalysis, presenting the peculiarities of the structure of the subjects, along with some contributions by psychoanalytic authors, regarding the debates around subjects in our society; Finally, in the third chapter, we contemplate our objectives and examine the notion of "scopic field", highlighting the implications on subjects by this modality of gaze, especially in light of social networks. We chose Facebook site as the main social network under investigation, taking it as a device which represents some of contemporary cultural constitutions. We finally stress how subject's structures and language's transhistoricism relate to the forms of gaze implementation and the discursive diversity of social linkings, showing that historical shifts do affect the subjects, but not in its structure
Esta pesquisa propôs articular psicanálise e sociedade, atentando-se para as contingências do capitalismo tardio que atravessam os laços sociais e repercutem nos sujeitos. Diante deste cenário, entendemos que a internet assume notório papel, especialmente em suas redes sociais, ao evidenciar a composição dos laços, assim como aspectos da estrutura dos sujeitos. Deste modo, a tese que se buscou defender é a de que na conjuntura atual, sobretudo a partir dos aparatos tecnológicos, os sujeitos são capturados mais notadamente por uma modalidade de gozo, a qual apreendemos ser o escópico, que diante de suas especialidades indica particularidades da estrutura dos sujeitos e também de suas articulações com os outros e os objetos. Para tanto, dividimos o trabalho em 03 (três) capítulos que se complementam: no primeiro investigamos diferentes leituras da cultura contemporânea, contrapondo concepções modernas às pós-modernas e elucidando a sociedade na qual os sujeitos estão inseridos; no segundo marcamos diferenças teóricas introduzidas pela psicanálise, apresentando peculiaridades da estrutura do sujeito e as colaborações de autores da psicanálise para a discussão sobre sujeito na atualidade e, posteriormente, no terceiro capítulo, contemplamos nosso objetivo e discorremos sobre o campo escópico, destacando as implicações e a captura do sujeito por esta modalidade de gozo, sobretudo a partir das redes sociais. Para tanto, elegemos o site Facebook como rede social para investigação, tomando-o como um dispositivo que representa algumas das composições contemporâneas da cultura. Destacamos, por fim, o modo como a estrutura do sujeito e a transistoricidade da linguagem no âmbito da humanidade se relacionam com as formas de aparelhamento do gozo e com a diversidade histórica discursiva dos laços sociais
Blanchin, Julie. "Représentation de l’adultère à l’époque classique dans les contes licencieux de La Fontaine." Thesis, Högskolan Dalarna, Institutionen för språk, litteratur och lärande, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-38102.
Повний текст джерелаThis literary study examines sexual transgression through adultery, in the work Des contes et nouvelles en vers written by La Fontaine between 1665 and 1671, published by Claude Barbin until 1671. These erotic tales describe through the satirical character of the author, the extra-marital relations of both sexes in a grizzly and moralizing tone. La Fontaine was meticulously inspired by the parts of the literature of Boccaccio's Decameron and Ariosta in rewriting these tales. After the last publication Of Tales and News in Verse the work is seized and then banned in 1675 by La Reynie considered too provocative. The work of La Fontaine is opposed by its content to the conveniences of the time. In this the author's text could be considered libertine. The characters represent different social bodies and are the subject of taunts and caricatures. Here the study describes, for example, how the texts present scandalous subjects in a hidden way. The opposition between the role, the status, the social condition and the desire of the desire of each character of the tales are presented in the characters both male and female. Our analysis explores the representation of female characters and their relationship to adultery through the eyes of male characters and that of the author. The study is based on historical research and takes into account the hierarchical system of the characters and the social status of the woman in the role of wife. The satirical style of La Fontaine is characterized by the desire to criticize the social mores of a specific period of history, that of the seventeenth century. The analysis studies two aspects: that of the sexual transgression of the woman and that of the objectification look on her. The study examines whether this transgression can be correlated with a societal debate over the definition of marriage at the time.
Poul, Michal. "Možnosti financování bydlení v České republice." Master's thesis, Vysoké učení technické v Brně. Fakulta stavební, 2012. http://www.nusl.cz/ntk/nusl-225711.
Повний текст джерелаBerthelot, Geoffroy. "L'expansion phénotypique et ses limites." Phd thesis, Université René Descartes - Paris V, 2013. http://tel.archives-ouvertes.fr/tel-00917998.
Повний текст джерелаLin, Ming-Zhuon, and 林明專. "The Game Cock towards the Politics and Society of the Tang Dynasty." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/07185921924230298907.
Повний текст джерелаYang, Teddy, and 楊長峰. "Using Player-Designed User Interface to Discovery the Interaction and development of Game Society." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/70485604419608731973.
Повний текст джерела國立交通大學
資訊科學與工程研究所
94
Massively Multiplayer Online Game (MMOG) have already become the mainstream of the game market, and the dynamic of interaction between players is that a lot of researchers are probing into the culture of the game or the society's important reference index. Can not analysing to play with mutual relation under the different playing methodding clear through questionnaire investigation or case finding in the past. In addition, with enter the time of game, the player will grow up to different stages, and different stages player or different types player is always very difficult to define for what kinds of relationship. So a thesis proposes utilizing conversation, cooperation, collaboration three aspects defining the relationship between players, and to divide them into five development and two types of different kinds of players. Via the above-mentioned classification, we taking use of API provided by game company, and design a suit of self-designed user interface to collect and analyze the ones that can help us clearly observe what interactive relations in game world. This greatest contribution of thesis lies in what proposes that a kind of combination forefathers study and have data to support plays with the interaction model of the behavior among the players.
Lee, Jo-Wei, and 李若薇. "The Study of Digital Game-Based Learning in the "Economy and Sustainable Development" of Civics and Society." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/huf4m8.
Повний текст джерела淡江大學
教育科技學系數位學習在職專班
102
In the face of a generation of Digital natives in a world of booming information technology, many teachers incorporate course-oriented actitivies into classes to arouse students’ interest. However, if these activities are directly presented during classes, students might become overly obsessed with them and thus prohibit their in-class learning or even result in students’evasion behavior in learning. In this study, use of Action research into the teaching design of the digital games that included Mansion: Impossible , McDonald’s Video Game and Oiligarchy. Teaching design and analysis of digital games through the "teaching style game design principles", the amendments to reflect after the implementation , Conclusions are as follows: 1. Teaching design model of digital game-based learning is focusing on interaction between students through more group interaction, encourage students to have a more in-depth thinking and discussion. 2. Teaching design of digital game-based learning enable students find teaching economic concepts from the game, students willing to learn to think. 3. Teaching design of digital game-based learning is to learn economic concepts from game experience, and help enhance knowledge application skills.
McDowall, Estelle. "The flâneur in contemporary society with special reference to the work of Francis Alÿs." Diss., 2011. http://hdl.handle.net/2263/30253.
Повний текст джерелаDissertation (MA)--University of Pretoria, 2011.
Visual Arts
unrestricted
Hsin-Lin, Yen, and 林彥行. "On Flexibility of Labor Control in the Post-industrial Society: A Case Study of the Online Game Production in Taiwan." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/54020567371318354066.
Повний текст джерела國立中正大學
電訊傳播研究所
93
Knowledge and flexibility are two main characteristics of the post-industrial society. By changing labors’ time and space, capitalists take full advantage of using flexible controlling, which makes flexibility as a kind of control strategy. Thus, I will by focus the real condition on game Industry's in Taiwan. This research use retrospective secondary data analyze and In-depth interviewing method arranging data than with the political economy attitude to analyze the change of game Industry's labor control under the context of post-industrial society in Taiwan. We realized that in order to smooth labor process, they use subject-oriented and the flat framework adapting to the new conditions. Besides, in order to control the efficiency, they not only adapt the concept of responsibility to train employee’s voluntary servitude, but use many flexible strategies, including occupational training、subvention、flexible time and space to make employees endlessly contribute their creativity for capitalist. In the end, flexibility does not bring more satisfied working environment to game Industry labors, but more pressure and more work thy have.
Jarošová, Emília. "Voyeurismus jako charakteristický rys človeka současné společnosti." Master's thesis, 2011. http://www.nusl.cz/ntk/nusl-313354.
Повний текст джерелаWoodhead, Jacinda. "The Abortion Game: Writing a Consciously Political Narrative Nonfiction Work." Thesis, 2015. https://vuir.vu.edu.au/29791/.
Повний текст джерелаFlax, Lukáš. "Právní úprava myslivosti." Master's thesis, 2016. http://www.nusl.cz/ntk/nusl-348722.
Повний текст джерелаMurtuza, Miriam Rafia. ""Play up, play up, and play the game" : public schools and imperialism in British and South Asian diasporic literature." Thesis, 2010. http://hdl.handle.net/2152/ETD-UT-2010-05-1375.
Повний текст джерелаtext
Plajdičková, Lenka. "Přechod žáka na jinou školu jako možnost řešení problému šikany." Master's thesis, 2019. http://www.nusl.cz/ntk/nusl-392532.
Повний текст джерелаHillebrandová, Olga. "Proměna sociokulturní funkce karnevalu a šarivari v historické perspektivě." Master's thesis, 2013. http://www.nusl.cz/ntk/nusl-325057.
Повний текст джерелаMorris, Wendy Ann. "Both temple and tomb: difference, desire and death in the sculptures of the Royal museum of central Africa." Diss., 2003. http://hdl.handle.net/10500/1181.
Повний текст джерелаArt History, Visual Arts & Musicology
M.A. (Visual Arts)
Rylich, Jan. "Počítačové hry jako fenomén nových médií." Master's thesis, 2011. http://www.nusl.cz/ntk/nusl-312290.
Повний текст джерела