CHAPTER II
REVIEW OF RELATED LITERATURE AND STUDIES
This chapter presents the related works of a number of local and foreign
authors, other researchers, developers and studies derived from the books,
article, and other references such as internet which are all necessary in
framing of the concept of the study. And the theories and its compatibility
issue to the software that is needed in the development of the software
project. To attain a deeper and better understanding of the present study,
various literature and related to the study was extensively read and
analyzed.
The purpose of this chapter placed the current study into the context
of previous and related research. As such, the review system emphasizes the
relatedness between the current system and the work of other. Readers
should be familiarized with the points of agreement and disagreement among
the previous studies, as well as with the theoretical and empirical
relevance of each to the present research.
I. Related Studies
A. Local Studies
Sipa Mobile App Game
According to (developer ng Sipa) of (year) "Kick" is literally meaning
Sipa in Filipino language, one of the many traditional games in the
Philippines' It involves an object which is made out of rubber and washer,
or sometimes a 5 centavo coin and a piece of candy wrapper. The objective
of the game is to kick the object upwards as long as it takes by alliance
without the object hitting the ground, the longest time who kicks the
object is considered as the winner.
Since this game is widely played by Filipinos in their childhood days
the developers of this game Team Buthchokoy were inspired to make "Sipa", a
mobile app to show their love for the game itself and to cater their
nationalistic efforts in introducing Filipino culture to the global market.
According to their main website the inspiration here is not just to develop
a mobile game, but to prove and inspire other Filipinos, that even with a
limited resources and not know-how, one can create something if you put
your heart and soul for it" …( Butchokoy.com, 2011).
Sipa also features different levels that show different landmarks
found in the Philippines, like the Luneta, University of the Philippines,
Quiapo Church and Mt. Pulag. The game was featured in both television and
on multiple sites and blogs, according to an interview by Tj Manotoc in TV
Patrol one of Team Butchokoy's leader Dale David say "We developed this
game most probably for them to be encouraged to play Sipa in the streets
even sometimes. (Translated)" Larong 'Sipa' patok… (ABS CBN News, 2012).
Sipa is currently available in Apple's App Store and in the Android Market
as well.
Patintero Playtime
According to (developer of Patintero) of (year) Zeenoh games released
and introduced Patintero Playtime in November of 2011. It is an IPhone game
app patterned to the traditional Patintero street game that most Filipinos
know how to play. Zeenoh purposely designed this app in order for Filipino
children who forgot to play the game and also for those who unfortunately
missed the chance of experiencing the game itself Patintero Playtime for…
(GDAP, 2011). Patintero Playtime offers a unique gameplay, though the rules
of the original Patintero games apply power ups and human vs. human play
are some of its amusing features. With this to consider, Filipinos are now
more than ready to take on markets like the IPhone app store and others
alike.
School Rush
According to (developer of School Rush) of (year) School Rush is a
type of running platform game with Pilipino culture style of interface. The
feature of School Rush is play thru level by level, gaining power-ups and
answering different kind of questions. The power-ups of the game are based
on Pilipino heroes' powers. It can be gain through the levels of the game.
The game play of School Rush is to pass all levels of the game thru the
obstacles of every level. Each level has cases that to earn a specific
power on passing the level is to answer a particular question. Pass all
levels and earning points to get the highest possible score.
Patintero Playtime
According to (developer) of (year) Patintero Playtime is a virtual
"Filipino street game" developed by Zeenoh. The game involves two teams and
a grid. The objective of the game is for the first team to cross the grid,
and for the second team to block the opponents from crossing. The first
team is the players, who must avoid the taggers and acquire points by going
to and fro across the field. The second team is the taggers, who are
assigned each line to guard the grid and stop the opponents from crossing
through tagging them. A Patintero game lasts for 2 minutes, and the team
with the most points wins. Players can get power-ups, in the form of:
speed, time, 10pts coin and 20pts coin. In order to win a Patintero game, a
player must be equipped with speed, agility and teamwork.
Manila Rush
According to (developer) of (year) Manila Rush developed by Anino
Games. The story is all about the character whose name Miguel that run
through the highways of Manila as he races against the clock to get to work
on time. With magical flip-flops at his feet, control Miguel and make him
run fast or jump high to avoid swerving cars, construction works, and other
obstacles along the way. Grab power-ups such as the Agila Energy Drink,
Score Booster, and the Piggy Bank Coin Magnet to help him thread through
the traffic easier. Run as far as you can, but don't forget to collect
coins and post your top score on the leaderboards.
Juan not Tamad Mobile Game
According to Teddy Catuira of 2012 at TOOCH Inc. Juan Tamad is an
iconic Filipino character whose laziness is the stuff of legend. But if you
think that you're already familiar with his folktale, then think again.
This time we take Juan Tamad's story and turn it around so that kids can
learn a lesson or two while having fun! It's also a great way of improving
visual logic skills in a challenging puzzle setting. This game INTRODUCES
FILIPINO FOLKLORE Kids learn stories of Juan Tamad and the Bayabas Tree,
Juan Tamad and the Alimango, and Juan Tamad and Maria Masipag – but with a
positive spin. Also REINFORCES POSITIVE VALUES by helping Juan Tamad get
over his laziness, kids learn industriousness and hard work and ENCOURAGES
NON-VERBAL LOGIC Kids develop their visual logic and spatial skills when
solving the puzzle it has a different features, such as four engaging
puzzles in three different stories for a total of twelve unique puzzles.
Flip, rotate, drag, and drop building blocks to create a wooden bridge to
connect Juan to his goals. With its distinct and graphic Filipino
illustrations and catchy all-original music, Juan Tamad is definitely one
of the most exciting and visually-arresting Filipino game apps in the
market.
B. Foreign Studies
Development of a real-time multiplayer game for the computer tablet
According to Johan Lindström (2012). This master's thesis discusses
game development on the computer tablet, with Apple's iPad as the target
platform. Its main focus is development of non-trivial components such as
online multiplayer and touch (screen) controls for a real-time action game,
using frameworks and APIs that are mainly free and open source. For each
non-trivial component problems are pointed out and possible solutions are
presented, the resulting game, Battle Angels, is evaluated along with the
game design and development. Battle Angels is a 2D real-time multiplayer
action game, the development of it lead to the conclusions and results in
this thesis. The abstract nature of the subject of this thesis makes it
impossible to present a set of numerical values that can be compared to
existing research. The result is therefore presented by showing images from
the actual game with a discussion. It could be concluded that designing and
implementing a fast paced multiplayer game on a computer tablet system is a
major challenge. It typically requires developers to incorporate a variety
of di erent technologies into their implementation in order to succeed. It
could also be concluded that each technology in its isolation were not a
major issue, however combining them and allowing them toco-exist were.
Development of three AI techniques for 2D platform games
According to Martin Persson; [2009]. This thesis serves as an
introduction to anyone that has an interest in artificial intelligence
games and has experience in programming or anyone who knows nothing of
computer games but wants to learn about it. The first part will present a
brief introduction to AI, then it will give an introduction to games and
game programming for someone that has little knowledge about games. This
part includes game programming terminology, different game genres and a
little history of games. Then there is an introduction of a couple of
common techniques used in game AI. The main contribution of this
dissertation is in the second part where three techniques that never were
properly implemented before 3D games took over the market are introduced
and it is explained how they would be done if they were to live up to
today's standards and demands. These are: line of sight, image recognition
and pathfinding. These three techniques are used in today's 3D games so if
a 2D game were to be released today the demands on the AI would be much
higher than they were ten years ago when 2D games stagnated. The last part
is an evaluation of the three discussed topics.
Design and Implementation of Application Independent easy-to-use Game
Engine
According to Krzysztof of Kondrak; [2009]. The objective of this
Master's thesis is to study whether it is possible to create a versatile
game engine that can be both application independent and easy to use. In
order to study this issue, we have implemented a prototype game engine that
supports 2D game development. The system includes predefined programming
constructs in order to make game development faster and easier. The
conclusion of this thesis work is that the presented problem, while
theoretically possible to solve, and would introduce too many practical
problems during the game development. Furthermore, we conclude that growth
in ease of use may limit the functionality of the engine.
Evaluation of Sprite Kit for iOS game development
Amaru Ubillis; [2014]
The purpose with this thesis is to investigate whether Sprite Kit is a good
tool to simplify the development process for game developers when making 2D
games for mobile devices. To answer this question a simple turn based
strategy game has been developed with Sprite Kit. Sprite Kit is a game
engine for making 2D games released by Apple.
Based on the experience I got during the development I will go through and
discuss some of the most important tools provided by the game engine and
how they helped us to complete our game.
The conclusions I reached after making a game with Sprite Kit is that the
frame- work provides all the tools necessary for creating a simple 2D
mobile game for iOS. Sprite Kit hides much of the lower level details and
gives the game de- veloper comprehensive development support. This helps
the game developer to save a lot of time and focus more on the gameplay
when creating a game.
II. Related Literature
A. Local Literature
Preservation of Traditional Filipino Games
Every country has its own traditional game. These are games that
originate from a country's rich cultural heritage and are passed down from
one generation to another. These games are also critical because these
games eventually give them the sense of nationalism and be an essential
part of one's childhood. But some these games through time are being left
out and worse forgotten. "Most of the traditional games and sports,
expressions of indigenous cultures and ways of life contributing to the
common identity of humanity, have already disappeared and those that are
surviving are threatened of imminent disappearance and extinction under the
combined effect of globalization and harmonization of the rich diversity of
world sport heritage" says UNESCO on their article Traditional Sports and…
(UNESCO, n.d.) .
Vera Misurcova believes that "Every game represents a certain content
expressed in a fixed stabilized form. The themes of games encompass
different phenomena from the nature as well as social life, most frequently
from human work and entertainment" Implementation of Children's…
(Misurcova, n.d.) She believes that traditional games are essential to a
child's growth and well-being and sense of nationalism as well she stated
that "children become first of all acquainted with the culture of their own
nation and only in consequence they have the chance of coming into contact
with other cultures in a suitable selection".
Modernization really had taken its toll in countries especially in a
growing country like the Philippines therefore compromising the trend in
playing traditional games. According to the article by Gerard Anthony Naval
Philippines try to… (Naval, 2008). Instead of the typical "Larong Pinoy"
games that children are expected to play children instead are seen in
internet cafes or in their homes playing digital games. There is indeed a
need for the Filipino children to engage in these games once again not only
to remind them or their cultural heritage but also to help them improve
physically and psychologically. "Nowadays, kids do not engage in outdoor
Filipino games as much as the older generation used to. "The kids of today
need to spend time in playing such games as this not only preserved our
cultural heritage but also helps children develop their physical and
psychological skills", Philippines try to… (Naval, 2008) claims Dean
Hercules Callanta of the University of the Philippines College of Human
Kinetics.
Aside from the aforementioned claims there is a non-government
organization that aims to preserve Filipino culture and arts and that is
the Magna Kultura. Spearheaded by Dickie Aguado he believes that "The
proper approach in re-institutionalizing the games of our heritage back in
the mainstream of society is to create a 'school' for teaching the way each
and every game are played. The passing on of the tradition of play must be
formalized in a fun way among the new Filipino youth. After learning the
proper way to play it, they can enjoy it with their peers in school or in
their neighborhood communities." Keeping the Traditional… (Aguado, 2011).
An article written by ABS-CBN news features Kabataan Party List
representative Rep. Raymond Palatino being convinced that the Filipino
youth are being urged by the commercial market to pursue western products
and cultural practices. "This inevitably affects the existence of our very
own Philippine games and sports, now considered by many as dying cultural
legacies. It will be an utter loss if these Pinoy games will be completely
gone in the future" Youth Group push... (ABS CBN News, 2011). That is why
Kabataan Party list launched "Larong Pinoy" drive that aims to hold mini
leagues for traditional Filipino games in small communities in order to
boost its popularity among the youth.
Traditional Filipino games may have been forgotten and left behind by
some due to the support they give to modern day games, products and culture
but with the efforts of non-government organizations and other concerned
citizens, preservation of such games can truly be achieved and may as well
still be passed down in the generations to come.
Tongits Game
Tongits is a card game that originated in the Philippines. It involves
players to pair up cards according to suites, the objective of the game is
to take turns drawing a card from a deck and releasing a card from a
player's hand until the player's hand is empty. Since the advent of Poker
app games on Facebook, developers reach out to Filipinos and made Tongits
Wars. There is also Tongits game available on Adobe Air which was developed
by Rico Zuñiga. The game can be downloaded as a trial version and is
available for $15 for unlimited play. Zuñiga also made the same game using
C++ and is playable on mobile phones according to Zuñiga An Open Source…(
Zuñiga,2011) "The biggest problem during those times was, you guessed it
right, device fragmentation. Developers had to deal with different screen
resolutions". Even though the mobile game did not quite sell it led him
eventually to develop Tongits in Adobe Air which became popular and sold to
fans of the game.
Tumbang Preso
Overview
Tumbang Preso is a traditional Filipino outdoor game that is played by
young Filipinos with flip-flops and empty cans on the streets, vacant lots
or on basketball courts. There are different claims on where Tumbang Preso
really did originate, according to a group of students from Malayan
Colleges Laguna on their short audio visual presentation regarding Tumbang
Preso "It is said that this game is originated from the Scottish game
called King of the Can " Traditional Filipino Games(De los Reyes et al,
2012 ). But Gonzales,et al on their book MAPEH in Action I that the Tumbang
Preso game is handed down to us by the Chinese.
Though there may still be clarifications to be made with regards to its
true origin it is pretty clear though that Tumbang Preso is a game that
involves the use of flip-flops as projectile, the empty can as a target and
the elements of a tagging game that enables its players to chase each other
around. According to Dru Bramlett's short documentation on Tumbang Preso
"Tumbang Preso is a street game usually played in the Philippines. It takes
elements from tag and dodgeball to teach kids agility and strategic
thinking" Tumbang Preso(Bramlett, 2010). PIGSSAI or the Philippine
Indigenous Games and Sports Savers Association Inc. stated that "The
principle involved is to hit and knock down the milk can with the "pamato,"
and for the IT to put back the can inside a small circle a few meters away
from the toe-line. When a player is tag while re-covering his pamato, he
becomes the IT." Tumbang Preso (PIGSSAI, 2005)
Existing Tumbang Preso Online Game
Sipa and Patintero already have existing game adaptations as
discussed in the previous review of this document regarding trends in
Filipino games. Tumbang Preso on the other hand was already being made into
a game playable online. Entitled "Tumbang Preso" , the game is Flash based
game that is playable online through Kongregate.com and Muchgames.com both
providing online Flash games to players. According to the game's details it
was developed in August of 2007 and it is developed by a Kongregate.com
member with the username "halohalo". The game itself is still subject for
reviews.
Though the game uses the concept of Tumbang Preso it still has a
different gameplay compared to the aforementioned reviews which indicates
that Tumbang Preso is a game that involves both throwing objects and
tagging players while running unlike on this game wherein the gameplay is
similar to a "whack-a-mole" game played in arcades only knocking objects by
throwing flip-flops . This game has the following objective and gameplay:
· There will be a number of holes in front of the player. On those
holes both a can and a tarsier will pop out.
· In order to proceed to the next level the player must hit only
the cans using the slippers on a given amount of time. A can successfully
hit is equivalent to a point but once the player hits tarsier the player's
score will be deducted.
· If the player happens to hit the required number of cans on a
given amount of time then the player proceeds to the next level but if the
player fails to hit all the cans on a given time frame and the player will
be asked to try again.
The Advantages of Mobile Apps
More and more of our interaction online occurs on mobile devices. Over
five billion mobile subscribers – about 77% of the world's population. This
new type of simple access for consumers is catching on with a staggering
amount of Smartphone owners purchasing goods and services from their phone
– 41% to be exact, as found in a survey by Chadwick Martin Bailey, 2011.
Mobile Apps are internet applications designed to run on Smartphone's and
other mobile devices. According to webopedia.com, mobile applications help
users by connecting them to Internet services more commonly accessed on
desktop or notebook computers. While opportunities abound, we have
identified three advantages of using mobile apps for your business: speed,
volume of information, and advertising.
Philippine-mobile-adoption
The report finds that most of the internet-related activities today
are focused on social media sites where a quarter of mobile users access
them to check and update their status. Other activities central to e-
commerce like comparing prices and reading product reviews are also gaining
traction. But generally, Joseph says, easier e-payment gateways and other
mobile-related activities like m-banking are yet to become accessible.
While there is indeed a huge interest in smartphones on the consumers' end,
not everybody is jumping onto the bandwagon just yet. I believe dropping of
price points is slowly happening, especially because there are now local
players in the mobile Telco market like My Phone and Cherry Mobile, who are
already releasing four- to five-inch Android quad-core phones at almost
half the price of those from bigger brands like Samsung and HTC. A good
example is My Phone's 5-inch Android phone, the A919i Duo, priced at PHP
9,500 ($218), while Samsung's Galaxy S4 is priced at PHP 24,500 ($564). And
likewise, local companies can take part in boosting mobile usage by
providing more apps for Filipino users. Generally, this study shows that
the smartphone users in Metro Manila are still focusing on basic activities
that they can actually do with feature phones – stuff like SMS texting and
listening to music. If more locally-made smartphone apps appear – for
things like online shopping, gaming, local information – that will boost
adoption and diversify smartphone usage as well.
B. Foreign Literature
Mobile Applications: Games that Transform Education
According to Lorie Loeb (2013). Breakthrough development in the
crossing of education and technology has long been a subject of heated
debate. The possibility of combining machine learning and attention-
grabbing graphics to not only make learning easy and interesting, but
personalized, was the original impetus for gratifying education. In this
paper I investigate the history of technology and media through the lens of
education, and attempt to apply the principles, practices, and insights
gleaned there within to an educational mobile game. Specifically, the
mobile app I designed for the iPhone and Android operating systems focuses
on teaching players SAT I math concepts using Nintendo's wildly popular
Pokémon game design model.
A Guideline for Game Development-Based Learning
According Zhigang Deng (2012). This study aims at reviewing the
published scientific literature on the topics of a game development-based
learning (GDBL) method using game development frameworks (GDFs) with the
perspective of (a) summarizing a guideline for using GDBL in a curriculum,
(b) identifying relevant features of GDFs, and (c) presenting a synthesis
of impact factors with empirical evidence on the educational effectiveness
of the GDBL method. After systematically going through the available
literature on the topic, 34 relevant articles were selected for the final
study. We analyzed the articles from three perspectives: (1) pedagogical
context and teaching process, (2) selection of GDFs, and (3) evaluation of
the GDBL method. The findings from the 34 articles suggest that GDFs have
many potential benefits as an aid to teach computer science, software
engineering, art design, and other fields and that such GDFs combined with
the motivation from games can improve the students' knowledge, skills,
attitudes, and behaviors in contrast to the traditional classroom teaching.
Furthermore, based on the results of the literature review, we extract a
guideline of how to apply the GDBL method in education. The empirical
evidence of current findings gives a positive overall picture and can
provide a useful reference to educators, practitioners, and researchers in
the area of game-based learning.
Usability of mobile applications
According to Rachel Harrison, Derek Flood, and David Duce (2013). The
usefulness of mobile devices has increased greatly in recent years allowing
users to perform more tasks in a mobile context. This increase in
usefulness has come at the expense of the usability of these devices in
some contexts. We conducted a small review of mobile usability models and
found that usability is usually measured in terms of three attributes;
effectiveness, efficiency and satisfaction. Other attributes, such as
cognitive load, tend to be overlooked in the usability models that are most
prominent despite their likely impact on the success or failure of an
application. To remedy this we introduces the PACMAD (People At the Centre
of Mobile Application Development) usability model which was designed to
address the limitations of existing usability models when applied to mobile
devices. PACMAD brings together significant attributes from different
usability models in order to create a more comprehensive model. None of the
attributes that it includes are new, but the existing prominent usability
models ignore one or more of them. This could lead to an incomplete
usability evaluation. We performed a literature search to compile a
collection of studies that evaluate mobile applications and then evaluated
the studies using our model.
Game Programming All in One Third Edition
It provides a fun learning experience on how to program 2D-based
games with C using the cross-platform, open-source Allegro game library.
Several high-quality sample games will be featured and developed. A focused
and to-the-point book, it concentrates on the important tasks building game
play, not a graphics demo. It speaks to the aspiring game programmer who is
looking to break into the game industry. By covering cross-platform tools,
this book reaches out to a wide audience, covering the most important game
programming topics. (Harbour, 2009)
Some video games can be good for you
There is a cascade of beneficial biochemical and hormonal effects in
people when they are engaged in an activity they perceived of as fun. Some
video games fit into that mold and that some games can have a positive
health effect on people. (Russoniello, 2008)
Educational Video Games Design
Much attention has been directed to the use of video games for
learning in recent years, in part due to the staggering amounts of capital
spent on games in the entertainment industry, but also because of their
ability to captivate player attention and hold it for lengthy periods of
time as players learn to master game complexities and accomplish
objectives. (Mary Jo Dondlinger, 2009)
Develop state-of-the-art mobile games
We are well suited to enter this profitable new industry sector
because the Java 2 Platform, Micro Edition (J2ME) is emerging as one of the
most widely supported mobile gaming platforms. In this article, I discuss
the opportunities and challenges of mobile gaming from a Java developer's
perspective. I also survey state-of-the-art mobile Java technology through
important J2ME specifications. (Yuan, 2009)
III. Assessment on the Relevance of the Related Literature and Studies
The assessment of related literature is very essential because our
study must be based upon the past knowledge. This is so because past
knowledge tell us what is already known, as well as what is still unknown.
This study is very important especially to the researchers because, we get
some tips on how to develop our proposed project, such as research methods
used in the past, instruments used in gathering data, the statistical
computation applied to the past research and the findings and conclusions
of the past investigation which we may relate to our findings and
conclusions. This review of related study serves as the basis and
guidelines in the development of the software project. It provides a lot of
information in the past research, which we may relate to our current study.
Also this review conclude to the researchers to create and think some
concepts that may applied to the proposed software.
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COLLEGE OF COMPUTER STUDIES
The Escaping Prison 2D Game
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