ARKADEO : a video game amusement and recreation center of the Philippines / Jan Daryll DG. Obmasca

By: Material type: TextTextPublication details: Manila : National University, 2016Description: 133 leaves : color illustrations, maps, plans ; 30 cmSubject(s): LOC classification:
  • UGT COA BSArch .O26 2016
Contents:
Acknowledgement -- Certificate of endorsement -- Abstract -- Chapter 1. The problem and its setting -- Chapter 2. Research methodology -- Chapter 3. Terms of references -- Chapter 4. Data gathering, collation and analysis of data -- Chapter 5. Design framework -- Chapter 6. Design Translations -- Chapter 7. Revisions and recommendation -- Bibliography -- Annexes -- Approval sheet -- Appendices.
Summary: Complex, challenging, and ambitious, video games have come a long way since the simple arcade titles of the 1970s—and evidence is mounting that the benefits of play go well beyond entertainment and improved hand-eye coordination. Video games become more popular than any other video entertainment in our country especially to youth now a days, having this, video games are gradually adopting by our culture to the extent that we are competing for our country using this material. Gaming in a Filipino context are inaccurate in a way we derived it in our own way, illegal game shops and unenforced law about game educating sector are the major problem and not the game itself rather the game production group. As a negative outlook of video gaming in the Philippines, we are not tolerating video games as a part of our culture instead we are thinking that video games a harmful to our everyday lives. But looking it in a better way will be the solution to this, putting it in a right context will be the best way on providing a better needs for gaming that sooner will be our preventive solution to our economic problem.
Item type: Thesis
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Holdings
Item type Current library Home library Collection Call number Copy number Status Date due Barcode
Thesis Thesis National University - Manila LRC - Architecture Thesis Architecture UGT COA BSArch .O26 2016 c.2 (Browse shelf(Opens below)) c.2 Available UGTHE000001133

Includes bibliographical references.

Acknowledgement -- Certificate of endorsement -- Abstract -- Chapter 1. The problem and its setting -- Chapter 2. Research methodology -- Chapter 3. Terms of references -- Chapter 4. Data gathering, collation and analysis of data -- Chapter 5. Design framework -- Chapter 6. Design Translations -- Chapter 7. Revisions and recommendation -- Bibliography -- Annexes -- Approval sheet -- Appendices.

Complex, challenging, and ambitious, video games have come a long way since the simple arcade titles of the 1970s—and evidence is mounting that the benefits of play go well beyond entertainment and improved hand-eye coordination. Video games become more popular than any other video entertainment in our country especially to youth now a days, having this, video games are gradually adopting by our culture to the extent that we are competing for our country using this material. Gaming in a Filipino context are inaccurate in a way we derived it in our own way, illegal game shops and unenforced law about game educating sector are the major problem and not the game itself rather the game production group. As a negative outlook of video gaming in the Philippines, we are not tolerating video games as a part of our culture instead we are thinking that video games a harmful to our everyday lives. But looking it in a better way will be the solution to this, putting it in a right context will be the best way on providing a better needs for gaming that sooner will be our preventive solution to our economic problem.

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