Diving Deep into the Playground: A Sociocultural History and Evolution of Games in the Philippines (original) (raw)

A GAME LITERATURE OF SELECTED TRADITIONAL FILIPINO GAMES

EPRA International Journal of Multidisciplinary Research (IJMR), 2024

This game literature of selected Traditional Filipino Games covers the history, objectives, mechanics, and equipment used by players. It also explains how to determine the winning team and the consequences or punishments for the losing team. The term “variation” in the game’s mechanics signifies the differences in how the game is played across various places and regions. Additionally, it highlights the cultural significance and community values embedded in these traditional games. Keywords: traditional Filipino games, game literature, traditional games

The Identity of Filipino Video Games Historical Case Study

Espiritu, E., 2023

In the twenty-first century, video games are a growing medium as technological advances have made them more accessible in this era. The history of video games will be addressed in relation to the major emphasis of the paper, which is Filipino video game development. By examining the evolution of video games, we can better understand the difficulty of producing a Filipino video game. This study identifies several challenges faced in Filipino video game development, including the inability to integrate Filipino culture into games, the question of accuracy in the application of Philippine mythology and history, and certain Filipino video games' ambiguous and paradoxical political positions. Accordingly, suggested solutions conclude that academic institutions should play a pivotal role in the development of Filipino video games, as well as embracing "Filipinoness" when creating video games can enable creators or future developers to rediscover their own heritage.

ESPIRITU, E C The Identity of Filipino Video Games Historical Case

In the twenty-first century, video games are a growing medium as technological advances have made them more accessible in this era. The history of video games will be addressed in relation to the major emphasis of the paper, which is Filipino video game development. By examining the evolution of video games, we can better understand the difficulty of producing a Filipino video game. This study identifies several challenges faced in Filipino video game development, including the inability to integrate Filipino culture into games, the question of accuracy in the application of Philippine mythology and history, and certain Filipino video games' ambiguous and paradoxical political positions. Accordingly, suggested solutions conclude that academic institutions should play a pivotal role in the development of Filipino video games, as well as embracing "Filipinoness" when creating video games can enable creators or future developers to rediscover their own heritage. Various definitions of video games may be found in numerous publications, papers, and websites. In a study by , video games can be defined as a game played with an audiovisual apparatus and based on narratives. The author closely defined the terms "game," "audiovisual apparatus," and "narratives," to clarify its correlation with the definition of video games. Inspired by Huizinga (1955), Caillois (1967) described game as a fiction, unpredictable, and unproductive activity with rules, time, and space limits, and without any obligation. An audiovisual apparatus is a system that includes computer capabilities, input devices (like a mouse, keyboard, and keyboard), and output devices (like a screen or loudspeakers). These include arcade videogames, a console whether handheld or videogame, a computer, a phone, etc. Lastly, videogames can be based on narratives in most cases, but sometimes not in the abstract challenges that does not need a story. Pearce (2004) said: "The primary characteristic of games is their focus on PLAY. In contrast to literature and film, where the focus is on STORY, in gaming everything revolves around play and the player experience." The brief and uncomplicated definition of videogame has been deduced to recognize each element and better comprehend its meaning.

Filipino Street Games and E-Games as Modes of Philosophizing: An Argument for Philosophy with Children

Traditional street games are universal phenomena for they are present in various cultures and countries all over the world. These recreational games can be played by anyone living any social status. Traditional games often use indigenous materials and skills to properly play the game. With this kind of game spreading, it became a part of every Filipino children's lives and became their training grounds to develop their skills. On the other hand, modern games were invented as generation develops, and is easier to access by just connecting to the internet. The objectives of the study is to Analysed Filipino children's philosophy and on how this can affect their social life. To also know the capabilities of the children's ability between e-games and street games. It will also help develop and identify of children's philosophy in Filipino street games. The research took place at Bacoor Cavite where 5 children attending primary school will be the respondents. They are chosen, for they are the ones who are the one who are so much involved with the study. With this data the researchers will be able to come up with the comparison and difference of both kind games. According to the gathered data the children usually play e-games for the satisfaction of winning and anger towards drives them to play more longer so they satisfy their desire for victory, while the street games children play this because of social interaction with their friends and to have the Feeling of belongings and improvement in social skills through interaction.

THE WHEEL OF GAMES AND ENTERTAINMENT HISTORY

Physical education and sport through the centuries, 2023

SUMMARY Games and entertainment, as a phenomenon, were present even in the clan community. From ritual games in the clan community, the games grew into agonistic games among the ancient Greeks, and already had an entertaining character among the ancient Romans. It is precisely the change in their character from αγονεσ to ludi, that leads us to wonder how games and entertainment have changed and developed through different eras of humanity, and not necessarily always in a positive direction. What challenges that society has faced throughout history have influenced the changing nature of games and entertainment? How did we get from Juvenal's recommendation that one should pray for a healthy mind in a healthy body to the age where computer games will find their place at the Olympic Games? Can computer games contribute to prayer for a healthy mind in a healthy body? Or is there only the prayer of loved ones for their healthy spirit and body... Has the term game lost its basic meaning over time, which refers to an action without any material gain? How important are play/game and fun/entertainment for each age group? Does fun take precedence over play? Does the NTC program of exercise through play, which is based on science, have an adequate place in modern society? Has professionalism devastated the essence of sports games? These are just a few questions from the wide range of questions this research addressed. The aim of the paper was to point out the importance of games and entertainment for society and the possible direction towards choices of games and entertainment that did not stray from ethics, our essence and us as human beings. The results of the work indicate that although the choices on an individual level are ours, the ever-faster wheel of history is leading us to dehumanization and alienation from people, play and entertainment in their basic meaning. Keywords: games and entertainment, historical development, challenges and changes, future of games and entertainment

QIR2013_confpaper_The Changing of Play Culture and Electronic Game.pdf

This paper investigatesthe changing of play culture affected by the present of electronic game,have impacts on children’s emotions as well as their sense of outdoor place.The study focuses on the voices of small group school-age children and their parents who live in a gated residential community in an urban setting located in Jakarta. The findings reveal that the additional member of family (since the birth of their brother/sister); parental fears and concerns on children independent ability to play outdoors, and electronic game as parent’s solution; have caused electronic game shifted the play culture before. This study also reveals that children place two different meanings toward electronic game. First, electronic games are represented as a joyful experience withhigh sense of positive emotional feeling attached to them. Second, as an unpleasant experience when parental controls toward electronic game take effect. In sum, children connote electronic games as an attachment figure that repetitively lures children inward. Consequently, their environmental range remains within familial space or microsystem. The outdoor space is represented as a fearful and frightening place. Their sense of place is low.There is hardly any outdoor place in them. Keywords: Changing of play culture, children, electronic game, emotion and sense of place

Video games,technology and culture

therefore always considered as low art. The other reason is its comparision with other tradition media like films and literature. The more general denigration of 'mere entertainment' is also responsible for ignoring the seriousness of videogame.

Social surveillance and Let’s Play: A regional case study of gaming in Manila slum communities

New Media & Society, 2019

This article examines the use of Let’s Play (LP) in Manila, Philippines. LP is an emerging genre in which players record, narrate, and broadcast video game play online. While in Western contexts LP is predominantly viewed in domestic settings, our focus is on the distinct manner in which LP is viewed in the Philippines, resulting in unique social architectures of play that coalesce public and private practices. In particular, the arcade-style vending machine, pisonet (a conflation between the Filipino piso [currency] + inter[net]), plays a key role in shaping net cultures within everyday life. Through the pisonet, unique forms of performative play happen in and around the watching play of LP. These types of performativity around LP see intergenerational and public forms of play, spectatorship, and surveillance entangle. Drawing on ethnographic research conducted in Metropolitan Manila, this study aims to conceptualize how public spaces, screens, and play—through the LP on pisonets—b...