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INTRODUCTION
The first recognized example of a game machine was unveiled by Dr. Edward Uhler
Condon at the New York World’s Fair in 1940. Video games became popular economically-
viable entertainment during 1980s, when video arcade games and gaming consoles using
joysticks, buttons, and other controllers were introduced. This industry has been growing
steadily and through continuous inventions of gaming consoles, computer, mobile phones
and the internet, people now have a wider access on playing video games. Along with the
popularity of video games are the alarming concerns about the negative effects of it.
The lack of awareness of the community about gaming addiction and the amount of
undisciplined Filipino gamers are alarming, raising concerns from the authorities. Providing
education about proper gaming discipline, spreading awareness of possible health issues
regarding gaming addiction and promotion of physical and social interactive games with the
use of smart and holistic architecture is necessary. Hence, blending digital games to
physical and social interactive games that will engage and mold modern Filipinos to be will-
powered, mentally and physically stronger just like the people from the past.
b. Statement of the Problem
The stigma of digital gaming is still a leisure activity and not as a trending cause of
addiction. Unawareness of the community to the negative effects of excessive video gaming
in the mental and physical health. Contributing factor is the patronizing of the community in
digital gaming rather than the traditional and physical interactive games. Insufficient
accommodation for the people experiencing gaming addiction.