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ESPORT Outlined Framework

This document outlines the framework for a thesis on an e-sport center. It will examine the background of gaming and animation development, why gaming is important, and types of recreational e-sport activities. The thesis will also study the social economic profile of local animator industries, opportunities for an innovative gaming center building, and objectives to provide facilities for gaming, animation training, and educational game-based learning.

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0% found this document useful (0 votes)
84 views10 pages

ESPORT Outlined Framework

This document outlines the framework for a thesis on an e-sport center. It will examine the background of gaming and animation development, why gaming is important, and types of recreational e-sport activities. The thesis will also study the social economic profile of local animator industries, opportunities for an innovative gaming center building, and objectives to provide facilities for gaming, animation training, and educational game-based learning.

Uploaded by

NIKISWAR
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as XLSX, PDF, TXT or read online on Scribd
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OUTLINED PRESENTATION OF THE THESIS FRAMEWORK:

Name of Student: MONICA N. DATILES


Proposed Title: E-SPORT CENTER

BACKGROUND OF THE STUDY

GAME AND ANIMATION LOCAL AND INTERNATIONAL


DEVELOPMENT TIMELINES

TRADITIONAL AND UNCOVENTIONAL


DEVELOPERS
INDUSTRIES
TYPES OF GAMING

WHY IT IS IMPORTANT? RESPONSE FOR REFRESHMENT


CURING MENTAL DISORDER
ENJOYMENT,AMUSEMENT
FUN AND SATISFACTION
DEVELOP STRATEGIC
,THINKING,SOCIAL AND MENTAL SKILLS
SELF-ESTEEM AND CONFIDENCE

PRESENT THE RECREATION E-


GAME ACTIVITIES
ONLINE AND OFFLINE GAMES
Fighting games.
First-person shooters.
Multiplayer online battle arena.
Racing.
Real-time strategy.
Sports games.
Third-person shooters.
Others.

TOUCHSCREEN AND WITH CONTROLLERS

VIRTUAL REALITY GAMES

SOCIAL ECONMIC PROFILE LOCAL ANIMATOR INDUSTRY


FOREIGN ANIMATOR INDUSTRY
INTEREST OF THE SOCIETY
SUPPORT BY THE GOVERNMENT
REGIONAL,PROVINCIAL AND MUNICIPAL
CAPACITY

MARKETING

TOURISM
COMMUNITY PLANS
DEVELOPING COMMUNITY PROFILE
DEMOGRAPHICS
GAMING AND ANIMATION CENTER (INTRODUCTORY)

STATEMENT OF THE PROBLEMS

PRESENT THE
OPPURTUNITIES/INNOVATIVE
BUILDING TYPOLOGY

ADVERTIZED INDUSTRY
INDUSTRY READY ANIMATORS
AND GAME DEVELOPERS
INTERNATIONAL BUSINESS TRADE
TECHNOLOGY TRENDS
INTEREST OF NON ETHUSIAST
AND ESTHUSIAT GAMERS-
CHILDREN,YOUTH,AGED AND
DISABLED

UNIQUE TECHNOLOGICAL
RECREATION ACTIVITY
VIRTUAL 3D REALITY
TOURIST ATTRACTION
SOCIAL GATHERING
TRAINING AND WORKSHOP
EMPLOYMENT AND LABOUR
ADVANCED NETWORKS OPEN DOOR TO
THE FUTURE OF CONNE ETIVITY

TRADITIONAL EDUCATIONAL PROCE 5G


EDGE COMPUTING
SOFTWARE DEFINED NETWORKING
NETWORK FUNCTION VISUALIZATION
FUTURE BUSINESS TRANSFORMING
GAME CONSUMER TRENDS CREATION AND INVOLVEMENT
GADGET TRENDS
LIVE STREAMING TOOLS
CONSUMER ENTERTAIN MORE CONSUMER

PHILIPPINE DAILY MINIMUM UNEMPLOYMENT RATE


SALARIES/WAGES DEMOGRAHICS
LABOR FORCE PARTICIPATION
LOWEST RATE IN ASIA
LOCAL AND FOREIGN GAMING
UNAVAILABILITY OF SCHOOL LEARNING
ANIMATION SCHOOL
ABOUT GAME DEVELOPMENTS
,ANIMATION AND TRAININGS
Intervening Factors or Activities

ANIMATION FOR ADVERTISEMENT


FULL FILM ANIMATED
WEB DESIGN MULTIMEDIA
VIDEO GAME BATTLE ROYAL
VIRTUAL REALITY
GAME EXHIBIT

MULTIGRAPHICS ART

THEATER /ARENA
ESPORT BAR
STREAMSPACE
CONCESSION
ART AND DESIGN
ANIMATION AND GAMING SPECIAL EFFECTS
GAME ART AND 3D GAME CONTENT CREATION
GAME PROGRAMMING

GAME DESIGN AND GAME DEVELOPMENT


MEDIA GAME ANIMATION
MULTIMEDIA ART
NARRATIVE DESIGN
SOUND FOR GAMES
MOBILE GAME DESIGNS
PIXEL ART FOR VIDEO GAMES
CONCEPT DESIGN
CHARACTER DESIGN

GAME BASED LEARNING


PROJECT OBJECTIVES

ESPORT PALAWAN WILL SERVE THE GAMING COMMUNITY AS


THE FIRST INTERACTIVE AND ADAPTABLE 3D DIGITAL SPACE

TO PROVIDE A FACILITY FOR SHOWCASE HISTORY &


LEGENDARY GAMING

A MULTI-FUNCTIONAL GAMING CENTER LOCATED AT PUERTO


PRINCESA CITY WILL SERVE THE CENTER OF PALAWAN

TO PROVIDE THE FACILITY THAT WOULD HOUSE PRODUCTS


IN TERMS OF ANIMATION – GAMING MERCHANDISE AND
SERVICES.

TO PROVIDE EDUCATIONAL GAME BASED LEARNING FACILITY


TO PROVIDE TRAINING AND WORKSHOP FACILITY FOR
ASPIRANT GAMERS

INTRODUCE UNIQUE LEISURE EVENTS

TO PROVIDE VOCATIONAL AND DEGREE COURSE FOR ANIMATION


AND GAMING DEVELOPMENT FOR LEARNING FACILITY

TO PROVIDE AN ENTERTANMENT FACILITY FOR COMPETITORS AND


SPECTATORS
TO PROVIDE SUSTAINABLE GAMING AND ANIMATION CENTER
STUDY OBJECTIVES

IDENTIFY THE USERS / INDICATORS OF THE


PROJECT

TO EXAMINE RELATED LITERATURE STUDY


TO EXAMINE RESEARCH METHODOLOGY

STUDY ABOUT EXHBITION/MUSEUM LAYOUTS

RESEARCH ABOUT TECHNOLOGY TRENDS

READ AND STUDY ABOUT PSYCHOLOGICAL


EFFECT OF SPACES
EXAMINE THE NATIONAL BUILDING LAWS
AND LOCAL CODES

TO EXAMINE THE EFFECTIVENESS OF


GAMES AND SIMULATIONS IN THE
LEARNING EXPERIENCE

 TO IDENTIFY STUDIES CONCENTRATING


ON THE USE OF GAMES AND SIMULATIONS
FOR LEARNING PURPOSES, AND TO
ANALYSE THE RESULTS BY COMPARING
THEM TO PRIOR STUDIES’ FINDINGS.

TO GATHER AND ANALYZE DATA FROM


LEGITIMATE INTERNET SOURCES AND
REFERENCE

TO COMPARE THE DIFFERENT TYPES OF E-


SPORTS GAMES FROM THE COMMUNITY
INTEREST
TO GATHER DATA FROM MUNICIPALITIES/CITY
FOR RELATED STUDIES

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