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Chapter 1 Revised

The document discusses a proposed architectural design for a national esports gaming complex in the Philippines. It aims to provide an enjoyable space for gaming, learning, socializing and competing. The study also examines how an esports complex could boost the economic development and growth of the Philippines' esports industry.

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Joseph Bautista
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0% found this document useful (0 votes)
347 views

Chapter 1 Revised

The document discusses a proposed architectural design for a national esports gaming complex in the Philippines. It aims to provide an enjoyable space for gaming, learning, socializing and competing. The study also examines how an esports complex could boost the economic development and growth of the Philippines' esports industry.

Uploaded by

Joseph Bautista
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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LYCEUM OF THE PHILIPPINES UNIVERSITY - CAVITE

NEXTGEN

A PROPOSED NATIONAL
ESPORTS GAMING COMPLEX

A Thesis
Submitted to the Faculty of the
College of Engineering, Computer Studies, and Architecture
Lyceum of the Philippines University – Cavite

In Partial Fulfillment
Of the Requirements of the Degree
Bachelor of Science in Architecture

September 2020

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College of Engineering, Computer Studies, and Architecture


Bachelor of Science in Architecture

ABSTRACT

NEXTGEN

A PROPOSED NATIONAL
ESPORTS GAMING COMPLEX

Joseph Adrian P. Bautista


Proponent

Ar. Alma J. Libranda


Research Adviser

The researcher conducted this study to provide an architectural design for an


esports gaming complex that differs from many gaming experiences, not only limited to
enjoyable, game hypeness and entertainment, but also includes imagination, learning and
communication with the numerous presumed users, this proposal is also dedicated to
socializing and competing in a specific location. The study also focuses on the effect of
the esports gaming complex on the economic development and projected growth of the
Philippines’ esports industry.

This research looks at a potential developments in knowledge and communication


required to address the needs of all young gamers in the esports industry. Some of the new
technology, the high-end gaming environment, are also discussed, which will add more
facilities to the esports industry in the next decade to increase the demands of future
gamers, and to address some of the potential future benefits of esports.

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CHAPTER 1

THE PROBLEM AND ITS BACKGROUND

1.1. BACKGROUND OF THE PROJECT

E-Sports (also known as Electronic Sports) are organized video games which have
become a worldwide sensation, otherwise known as a phenomenon that provides space to
a fundamental element in today's popular digital youth culture. While the study of
computer games, in general, has gained acceptance and support in the academic world
especially as a means of instructions, the scientific investigation of computer gaming as a
source of learning, also called as esports, is still on its way towards familiarity to people.

The term esports refers to competitive tournaments of video games, especially


among professional gamers. Hence, these esports require skills, strategies, tactics,
concentration, communication, coordination, teamwork, and intensive training similar to
traditional competitive sports. In addition, Snavely (2014) stated that the esports system
represents a unique manifestation of traditional sport development through a digital
medium. The evolution of video games from coin-operated arcade games to team-based
objective games introduced new elements of competition which increase the potential for
skill development and mastery Zhouxiang (2016).

In this sense, computer gaming is accepted as a mere leisure activity; thus, parents
and other adults do not encourage and support the activity in the same manner which
garner their attention to the negative effects of playing such sort of game including online
games addiction and social isolation. Going back to its historical track, its popularity
which has been developed from a mere “pustahan” (betting) to official tournaments
resulting players to even enhance their skills as they measure and compare their abilities
with and against other players. From there, various organizations have developed
competing systems to handle these players and make it possible for them to compete.

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In fact, esports is considered as an official sport in various part of the world such
as Korea, China, Russia, Hungary and Denmark, esports is considered as an official sport
(Jonasson & Thiborg, 2010).

To further elaborate this esports, discussed the fundamental similarities that exist
between physical and digital games; nevertheless, there are also differences in the
activities which pertain to the setting of the game Snavely (2014). Additionally, video
games are often described as a simulation or a virtual reenactment of a real event.
Influenced by George Dickie’s definition of art, Kutte Jo ¨nsson (1976) highlighted that
esports competitors spend a significant amount of time playing video games, practicing for
competitions. The kind of commitment is similar to the time spent by athlete’s playing
physical sports, as mastery of certain skills takes years to achieve.

Despite the similarities, stated one characteristic which separates a game from a
sport is the physical application of skill. Similarly Freeman and Wohn (2017). The
traditional definition of modern sport involves that it is a physical, competitive and
institutionalized activity Jonasson and Thiborg (2010).

Southeast Asia consists of 11 countries and those countries currently hold over 640
million people. Would you believe that 9.5 million of those people are esports enthusiasts,
united under one common interest? It’s true. Southeast Asia has the fastest-growing
esports audience in the world. In fact, the growing number is set to double by the year
2019. Currently, there are 6 countries that contribute to the massive growth of esports in
the region. Vietnam has 2.8 M (5.2%), Malaysia has 1.8 M (7.9%), Thailand has 1.1 M
(3.7%), Singapore has 0.2 M (5.1%), Philippines has 1.4 M (3.1%), and Indonesia has 2.0
M (3.1%).

These impressive numbers have convinced local and international companies to


invest money in competitive gaming. In Malaysia, Singapore, and other countries that

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house high-tech establishments and big gaming hubs, academies have been established to
teach aspiring esports players and competitors; the lessons include basic and complex
strategies for competitive gaming.

Table 1.1.0
SEA The Big Six :
The fastest growing region Esports Enthusiasts & Share of online population

Country Number of Enthusiasts Percentage

Vietnam 2.8 Million 5.2%

Malaysia 1.8 Million 7.9%

Thailand 1.1 Million 3.7%

Singapore 0.2 Million 5.1%

Philippines 1.4 Million 3.1%

Indonesia 2.0 Million 3.1%

Source: Newzoo 2016

The number of Southeast Asian Esports Enthusiasts will grow with a Compound
Annual Growth Rate (CAGR) of +36.1% between 2015 and 2019, reaching 19.8 million.
This is the fastest growth in that period globally. In comparison, the number of Latin
American Esports Enthusiasts will grow with a CAGR of +24.7% between 2015 and
2019, while the global average is +19.1% for the same period. Indonesia, Malaysia, the
Philippines, Singapore, Thailand, and Vietnam, also known as the Big 6, account for more
than 98% of Esports Enthusiasts in the region.

The reasons why the esports market is booming in the region is due to growing
regional incomes. According to a Newzoo report from 2015, the “Big Six” countries in

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Southeast Asia for esports are Vietnam, Thailand, Philippines, Indonesia, Malaysia and
Singapore. The report stated that these countries account for 99 percent of the region’s
esports revenue. The “Big Six” countries mentioned in the report have flourishing
economies and a growing middle-class population. As populations grow, more disposable
income is spent on hobbies and leisure activities which includes video games.

Southeast Asia’s plunge into the global esports market can also be attributed to the
region’s familiarity with English. According to Newzoo, this is the main reason why the
ASEAN market could be easier to penetrate compared to countries like China for instance.
In Singapore and the Philippines, English is already an official language.

Table 1.1.1
Numbers of online gamers in South East Asia Region

Country Number of Online Number of Gamers


Population

Vietnam 44.7Million 31.4Million

Malaysia 21.4Million 14.3Million

Thailand 21.1Million 14.7Million

Singapore 4.1Million 2.8Million

Philippines 42Million 27.2Million

Indonesia 52.6Million 34.0Million

Source: Newzoo 2016

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Gaming is gaining an enormous traction in Southeast Asia from the exponential


growth of smartphones and internet users. Indeed, in Southeast Asia alone, then number of
online PCs and smartphone gamers to exceed 476 million by 2023,creating an estimated
revenue of US$ 8.3billion. This makes is the fastest growing area for revenue from video
gaming worldwide.

Figure 1.1.0 Games Revenue by Country

Source: Niko Partners, November 2012

The heightened interest in gaming has also led to ta corresponding surge in interest
for esports. The once-niche competitive gaming and spectator event segment has been
propelled to stratospheric heights with multi-million-dollar prizes and massive audiences.
According to market intelligence firm Newzoo, esports audiences is expected to climb to
290 million by 2021.

The huge interest offers opportunities for brands to leverage gaming to establish
their mindshare with younger audiences, especially among the millennials and Gen Z.
Gaming also serves as a common language for brands to bridge the gap and engage

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meaningfully with a generation of consumers who might not consume traditional media
such as the television.

The esports industry has really flourished in the past decade and will continue to
do so. With a growing youth population, there is no reason why Southeast Asia shouldn’t
become an esports and gaming hub as long as ASEAN governments continue to provide
the right avenues and resources for upcoming players and local video game designers.

Philippines is striving to become the hub of esports in the SEA ( South East Asia
region. As a country with a total of more than 42 million gamers, Philippines has the best
potential to lead the development of esports in the region. The country has a large pool of
players, an increasing number of esports events and most importantly, backing from the
Government of the Philippines.

In the Philippines, the growth and popularity of esports started in the 2000s. This
was a time when other countries were already investing in the esports league. Initially, the
esports business in the country was dominated by amateurs. Amateur players and video
game enthusiasts are known to frequent local internet and computer shops in the country
to play video-games. For players, these games are just hobbies that can serve as
entertainment after class hours or during the weekends. During this time, nobody saw
esports as a platform to play professional and earn lucrative deals.

For the majority of gamers in the Philippines and across Southeast Asia in general
mobile is the platform of choice. Nevertheless, PC games and to a lesser extent console
games are also popular: 74% of the Philippines’ online population play games on mobile,
65% play PC games; and 45% play console games. The interactive chart below shows that
the majority of men and women in the urban online population play games on mobile and
PC. However, only 40% of women play games on console.

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Table 1.1.2
Numbers of majority gamers platform In the Philippines

Play Games on Mobile Play Games on PC Play Games on Consoles


(Percentage) (Percentage) (Percentage)

74% 65% 45%

Table 1.1.3
Share of gaming online urban population in the Philippines
(Share of Men and Women)
who play video games

Play Games on Mobile Play Games on PC Play Games on Consoles


(Percentage) (Percentage) (Percentage)

Men Women Men Women Men Women

75% 72% 70% 61% 50% 40%

Table 1.1.4
Age of active gamers in the Philippines

MALE FEMALE

10-20 years old 18% 10-20years old 16%

21-35years old 24% 21-35years old 22%

36-50years old 18% 36-50years old 10%

Newzoo 2020 | Source: 2019 Consumer Insights for Games and Esports

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Professional gaming in the Philippines, particularly with how conservative we are


as a nation, is a career that most people will scoff at. It’s ironic to note that no one is
trying to earn off it, considering the abunadance of computer shops an opportunities for
Pinoys to play lots of computer games. Dota is one of the few games that is Filipinos have
been slowly looking at in a lighter way, and none other than five Filipinos who have
globally represented the country in dota is one of the reasons for that.

Matchmaking is split into regional regions in Dota, with the Philippines being a
member of the matchmaking market in South East Asia. The region is known for being the
one of the world’s most dangerous and salty. Then after, because of a lack of leadership
figures (captains of the teams), the competitive scene in the country (despite being
reasonably active) is seen as fodder for more advanced areas such as the EU, China, and
the CIS. Three organizations have emerged from the ashes in spite of all this, and today
we will be looking at the joy of the Filipino team TNC Preator.

Figure 1.2. TNC Predator Team

Source : Photo from TNC Predator Facebook Page

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TNC Predator is a Southeast Asian-based multi-gaming organisation that possesses


teams in six games including League of Legends, Counter-Strike: Global Offensive, and
DotA 2. Following the conception of their second roster in 2015, the group was relatively
unknown in the international community. But that all changed with the acquisition of
American player Jimmy ‘DeMoN’ Ho in 2016 before the most prestigious tournament in
the game up until now in the year 2020, The International.

The International (TI) is the game’s annual Magna Carta, so to say. In it, 16 teams
compete for the Aegis of the Immortal, a trophy that solidifies their title as the best team
in the world. In 2016, TNC had just picked up DeMoN and were required to go through
the open qualifiers due to the roster change. The team, consisting of Marc ‘Raven’ Fausto,
Carlo ‘Kuku’ Palad, Sam ‘Sam_H’ Hidalgo, Nico ‘eyyou’ Barcelon, and Jimmy ‘DeMon’
Ho slugged through the first open qualifier, dropping the first one. However, the Filipino-
based squad was able to come through the second qualifier, thus cementing their place in
the SEA regionals.
Figure 1.3. The Philippine TNC Predator Team

Source : Photo from TNC Predator Facebook Page

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Following a disappointing last place result in the event after losing against
Mineski, players Raven and Sam_H would depart from the organization, allowing Kim
‘Gabbi’ Villafuerte and Micheal ‘ninjaboogie’ Ross Jr. to complete the team. With the
new roster qualifying for multiple tournaments and placing 5th-6th in the Kuala Lumpur
Major, things seemed to be looking up for them, as they had also managed to obtain a spot
in WESG 2018. Despite these successes, the first two months of 2019 were shaky and
following their failure to qualify for Dreamleague Season 11 and the Starladder ImbaTV
Minor, ninjaboogie bade farewell to the squad, and eyyou marked his return to the team on
March 20, 2019.

This arrival marked the beginning of another rise for the Filipino group. In the
beginning, the new squad seemed to be unstable, with failures to qualify for the MDL
Paris Disneyland Major and OGA Dota Pit Minor. The future of the group was unclear.
However, they managed to throw those accusations out of the window by winning WESG
2018 and qualifying for the recent ESL One Birmingham Major by taking the spot from
Mineski in a dominant 3:0 series in their favor. Alongside that, a resounding fourth-place
finish in ESL One Mumbai paved the way for TNC to be a top contender in the
international community.

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Figure 1.4. TNC hoisting their trophy and prize during WESG 2018. Photo from TNC Predator.

Source: Photo from TNC Predator Facebook Page

More recently, the team was able to qualify for the upcoming Epicenter Major
2019. This victory, alongside their 5th-6th place finish in ESL One Birmingham, seemed
to cement their status as a tier 1 team. While there still may be debate and discussion
regarding the stability of the group, there is no question that they have proved to the entire
Dota community that the Filipinos are a force to be reckoned. And albeit wishful thinking,
perhaps this is the year that TNC Predator will be able to obtain their highest placing in
The International. Establishing for one and for all that the Filipino community is a serious
contender in professional Dota, and that they are here to stay.

The esports community must deal with lack of governmental programs and support
like establishing a centralized organizing body which must address the continuing
negative view on gaming in Philippine society. The industry also must deal with its
members and be conscious of its effect on the Philippine youth, which comprises the
majority of the esports population (Ignacio, 2016).

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The Philippine eSports Organization (PeSO) is an esports entity that is the official
Philippine representative to the International esports Federation (IeSF), which is one of the
largest esports associations in the world. It carries the interests of the Filipino esports
community on the international arena. With the wealth of experience and local
connections that they have, PeSO is determined to bring the Manila Major to the Filipino
crowd along with one of the best events production teams in the world in the form of PGL.

Figure 1.5. The Philippine eSports Orgaanization (PeSO)

Source: Teachbeat.ph

PeSO has developed a reputation for its long-standing esports experience, such as
the conduct of National World Championship qualifying, and has been a member of the
International Esports Federation (IESF) since 2012.

The organization PeSO has done a good number of events over the past few years,
with the esports festival in cebu serving sa their flagship exhibit. Generally, these events
are among the largest in the Philippines in their respective years, even attracting
international teams as MVP.Phoenix, Orange and MiTH.Trust, among others.

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PeSO is tasked as the local organizer and partner of PGL. Their tasks include
dealing with the venue, internet, gov’t permits, suppliers, and making recommendations
for Valve & PGL. Going in line with its aim of delivering quality eSports and gaming
events here in the Philippines, there have been no significant delays in their LAN events
and generally, the organization has been able to deliver on the targets that they have set for
each respective tournament that they made, quickly gaining a large following in the
process.

Turning the Philippines into a truly world-class destination is the primary reason
why the Philippine eSports Organization has strived to bring the Spring Dota 2 Major here
to the country. With the wealth of experience and local connections that they have, PeSO
is determined to bring the Manila Major to the Filipino crowd along with one of the best
events production teams in the world in the form of PGL.

The Philippine esports scene is still developing, however, and is not without its
own setbacks. The community still has to deal with lack of governmental support, needing
a centralized organizing body, and must address the continuing negative view on gaming
by Philippine society. The industry also has to deal with its members, and be conscious of
its effect on the Philippine youth, which comprise the majority of the esports population.
The economic stability of the industry also still needs assistance, especially since issues of
gambling and match-fixing scandals are beginning to penetrate the esports scene, and also
in order for the industry to keep itself in operation.

Nonetheless, esports in the Philippines has yet to reach is peak; although it has
already shown signs of progress, there is still a lot of work to be done. The researcher
hopes that this study itself will be a step forward for the entire esports community in the
Philippines now that there has been a chance to look back at the past, there should now be
more room to focus on the present, and make the necessary changes to it so that Philippine
esports can continue to progress further in the future.

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1.2. PROJECT GOALS AND OBJECTIVES


1.2.1 PROJECT GOALS

The major goal of the analysis is to provide in the Philippines an esports gaming
complex, that would have world-class facilities, greater heights, and place our nation on
the map being the most prosperous and appealing center for esports excellence, and by
helping to grow all Filipino esports gamers’ skills and awareness in the game, and to
achieve success at interntional level esports tournament and demonstrate that the
Philippines is indeed a formidable contender in the esports scene. The project will also
aim to organize and host all kinds of events from small-scale events to international-scale
events.

1.2.2 PROJECT OBJECTIVES

The proposal entitled: NEXTGEN- A Proposed National Esports Gaming


Complex in Nayonlanding, Paranaque City, Aimed establishing the state of gaming
complex is not only to enhance the caliber of current players, but also aim to make esports
a sustainable career path in the long run and grow the reputation of esports in the country,
to educate the community on esports and the fact that gaming can be a sustainable career.

 To provide a supportive environment where aspiring gamers can hone their skills
and kickstart a fruitful career in esports and a large gaming complex that can host
all kinds of esport events.

 To change mindsets, create awareness about esports and the possibility of a


sustainable career path in its industry.

 To boost the prestige of gaming by getting a better understanding of potential


esports and to increase the number of enthusiasts in the Philippines’ esports
industry.

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1.3. SIGNIFICANCE AND EXPECTED RESULTS


1.3.1 SIGNIFICANCE OF THE STUDY

This study is essential in improving and providing a better insight for the future of
esports in the Philippines. The proposed National esports gaming complex will not only
benefit locally, but it will also jump start the objectives of the government that supports
our gaming community to promote its excellence.

The initiative will assist our athletes in preparing and expanding their expertise in
foreign and national tournaments for greater competence, the idea would target Philippine
Esports Associations, amateurs and professional gamers, parents, prospective
academics,tourists and communities such as youth who someday value becoming a
professional gamer.

1. Esports Athletes. It can provide information for the esports athletes about the
current situation, the familiarity and support of the student-athletes’ community
towards esports. Thus, it can also help in their performance and future
competitions.

2. Esports Community. It can help the esports community where people lack
familiarity with it. With the understanding of the community to online games,
there is a tendency to minimize their misunderstandings and misconceptions.

3. Philippine Sports Commission. This study is of great help to them to convince


the commission in providing assistance to esports athletes who will compete
internationally. It can also help them in giving proper recognition to esports
athletes in the country.

4. Parents. This study will help the parents to have enough knowledge about the
impacts of online gaming among their children.

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5. Readers. This study will help the readers to have the understanding about the
impact of esports industry.

6. Tourist. This study may help travelers and tourists in understanding on how
dedicated the Filipinos are when it comes in esports.

7. Future Researchers of Related Topic. This study will help the future
researchers to investigate and to analyze a gaming complex. Visiting sites,
interviewing people who often go at a gaming complex, organizations, facility
related to leisure, entertainment, & gaming, and having a reliable data could be a
big help for the researchers to be more accurate.

1.3.2 EXPECTED RESULTS

The expected result of the study will be an effective architectural plans and
visualizations for a gaming complex which provides comfortable settings, futuristic
design, performance and living, to support the esports athlete that would use it. Because of
these features, what it lacks is more world-class spaces for gamers to physically gather on
a grand scale.

This study will play a vital role in the development of esports gaming industry over
the years. Esports gaming complex can help boost the growth of esports in our country
and attract a large of numbers of investors in the field of esports. This project will help to
boosts the image of esports industry.

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1.4 SCOPE AND DELIMITATIONS

This study was mostly composed of design strategies/solutions to provide a better


quality of experience for end-users, the building design will appear sleek and dynamic,
futuristic design shaped by the hardware powering this new generation breed of
competition. Infrastructure is essential to both the teams’ ability to play and the audience’s
desire to fully experience the game.

The researcher will also study the architectural solutions that are applicable to the
National Esports Gaming Complex that touches the considerable factors that could uplift
its status in terms of facilities

1.5 DEFINITION OF TERMS


 Amateur - one who engages in a pursuit, study, science, or sport as a pastime
rather than as a profession, one lacking in experience and competence in an art or
science
 Aspiring - Desiring and working to achieve a particular goal, having aspirations
to attain a specified profession, position, etc.
 Audience – A group of listeners or spectators, ardent admirers or devotees.
 Collaboration – To work jointly with others or together especially in an
intellectual endeavor.
 Competetive – Relating to, characterized by, or based on competition.
 Competitors – A Person who takes part in an athletic contest.
 Complex – A group of similar building or facilities on the same site.
 Conglomerate – A number of different things or parts that are put or grouped
together to form a whole but remain distinc entities.
 Creativity – The use of the imagination of original ideas, especially in the
production of an artistic work.

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 Cyber – Relating to or characteristic of the culture of computers, information


technology, and virtual reality.
 Enhance – To intensify, increase, or further improve the quality, value, or extent
of.
 Enormous – Very lage in size, quantity, or extent.
 Entertainment – An event, performance, or activity designed to entertain others.
 Enthusiasts – A Person who is very interested in an involved with a particular
subject or activity.
 E-Sports – (Also known as Electronic Sports) are organized video games which
have become a worldwide sensation, otherwise known as a phenomenon that provides
space to a fundamental element in today's popular digital youth culture.
 Establishment – A dominant group or elite that controls a polity or an
organization.
 Evolution – The gradual development of something, especially form a simple to a
more complex form.
 Facility – A place, amenity, or piece of equipment provided for a particular
purpose.
 Fatalism – The belief that all events are predetermined and therefore inevitable.
 Gaming – The action or practice playing video games.
 Gaming Hub – A Gaming Community of different kinds of games filled with
different types of gamers.
 High-Tech – Using the most advanced and developed machines.
 Hone – To develop something.
 Industry – A group of companies that are related based on their primary business
activites.
 League – A group of teams of players in a sport who take part in competitions
against each other.
 Leisure – Use of free time for enjoyment.

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 Lucrative - Producing a great deal of profit.


 Modern – Related to the present times as opposed to the remote past.
 National – Relating to a nation: common to or characteristics of a whole nation.
 Next-generation – Used to describe a product that has been developed using the
lastest technology and will probably replace an existing product.
 Peak – The highest, strongest, best point, value of level of skills.
 Phenomenon – A something that exists and ccan be seen, felt, tasted, something
unsual or interesting.
 Population – All the living people living in a particular country, area, place.
 Professional – Trained skill people, such as effectiveness, skill, organization,
seriousness of manner.
 Society – A large group of people who live together in an organized way.
 Strategy – A detailed plan for achieving success in situation.
 Video game – A game played by electronically manipulating images produced by
a computer program on a monitor or other display.
 Youth – Young people, both male and female, considered as a group.

1.6 ACCRONYMS AND ABBREVIATIONS


 ASEAN Association of Southeast Asian Nations
 CAGR Compound Annual Growth Rate
 IeSF International eSports Federation
 PeSO Philippine eSports Organization
 PGL Professional Gamers League

COLLEGE OF ENGINEERING, COMPUTER STUDIES AND ARCHITECTURE

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