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CHAPTER I The Problem and Its Background

Introduction

Almost everyone believes that technology has made life easier and more comfortable and that it has enabled us to perform tasks that we could not do otherwise. It has been a great factor on the way our civilization has grown. An example of the complexity of modern technology is the computer. Computers make things more efficient for people every day. It helps us to do tasks quicker and communicate with friends and family with the click on a button. Computers play a significant role in the education as well. It helps students to learn more efficiently and help them do their work. Computers offer the Internet which helps the student in researching information for whatever projects they may have. Computers can also be a great help in doing business and commerce. Aside from the things mentioned, one of the main purposes of the computer is for peoples entertainment. With computer, people can read something, listen to music, watch movies, and play games in just a snap. Games are inevitable in the life of modern people. In the past, there were only two kinds of games available to people: outdoor or indoor. But today the interest of youngsters is tied to various computer games. Computer games are more commonly referred to as computer games or PC games. They are played on the personal computer with standard computer interface devices such as the keyboard and mouse, or a joystick or gamepad. Video feedback is received by the gamer through the computer screen, and sound through speakers or headphones.

Nowadays, computer games are very popular among the youth. Whether we like it or not, computer games greatly influences our society today. Computer games become a part of people's lives. Almost everyone has been exposed to some kind of computer game be it role playing games, puzzle games, action games, educational games played on a console, a personal computer, or a handheld device. The proponent decides to develop a strategic game entitled Car Runaway that aims not only to give entertainment but also to enhance the ability to plan out any problems or challenges the player will encounter in real life more efficiently as well. This game intends to challenge the players strategic techniques to avoid collision with the incoming traffic and obstacles in the best time possible. It is a game that can help the player to be alert like we are driving in real life. It will develop the players sense of being patient because while driving, one should be patient to other drivers. The proposed game can be played by people of all ages but is most suitable for kids ages 7-12. Car Runaway helps in testing the players focus and reflexes and as well as enhance his strategic skills.

Statement of the Problem


The study intends to develop a strategic computer game. It aims to answer the following questions: 1. What can this game contribute to its gamers? 2. What adventure does the user will encounter while playing the game? 3. How will the user evaluate the system?

Objectives of the Study


The general objective of this study is to develop a system entitled Car Runaway. This computer game will be developed with the following specific objectives: 1. This game can develop higher-order thinking skills such as alertness that can be a practice in real life driving. 2. The player will encounter traffics and obstacles that will test his focus and reflexes, and strategic skills. The game aims the user to avoid the approaching cars in the best time possible. 3. To develop/construct computer game system in which will be evaluated in terms of: 1.1 functionality 1.2 reliability 1.3 usability 1.4 performance 1.5 supportability 1.6 accuracy

Scope and Limitations of the Study


This study is designed to develop a game entitled Car Runaway using Java programming language. The said game can be played by people of all ages but is most suitable for kids aged 7-12. This game intends to challenge the players strategic techniques to avoid collision with the incoming traffic and obstacles that will test his focus and reflexes, and strategic skills. The game aims the user to avoid the approaching cars in the best time possible. It has

different location and different types of cars which has different speed. There would be limited time in every location. And when the time is up, then the game is over. The said game can only be played by a single player. The score will be saved in a database. Only the top five scores will be displayed at the end of the game.

Significance of the Study


This section will provide brief description of the significances of the study given to those who will benefit in this study. Game Enthusiasts: The study will entertain the gamers and will also develop higherorder thinking skills such as strategic thinking, interpretive analysis, problem solving, plan formulation, and execution, and adaptation to rapid change. The Proponent: This study will serve as stepping stone of the proponent as they enter the real world of programming. Future Researchers: This study will serve as reference and guide for future studies.

To LCC: This study will become one of the collections of the school that can be used by future researches.

Conceptual Framework
Input Software Requirements Java MySql Development Planning Analysis Design Implementation Evaluation Process Output

System

Car Runaway

Methodology 1. Planning 2. Analysis 3. Design 4. Implementation 5. Deployment

Operation

and

Maintenance

Feedback

Figure 1.0 Conceptual Framework


Figure 1.0 explains how the system is developed. The first block on the left is the Input process where in it explains what the developer applies into developing the system. The softwares are JAVA and MySql. Java is used for the development of the system as its programming language and compiler. MySql is used as the DBMS for the developed system. MySql holds, alters, and deletes the data inputted by the user. The next input is System Development Methodology. In system development, there are methods and process followed. The first method is planning where requirements are gathered and brainstormed. The next is analysis where requirements are evaluated, grouped, and analyzed. Implementation stage is

where analysis, plans, and requirements are executed. And finally the last is deployment after applying all the methods and principle. After entering all the requirements and other methods used in the developed system, next is the process. First, planning, design and analysis comes to evaluation. Respondents evaluate the system after deployment. In this type of process, other conflicts in the system development are also identified. The final step of process is the operation of maintenance. After conducting the input and process, the output is the Car Runaway.

Definition of Terms
Java. A general-purpose, concurrent, class-based, object-oriented computer programming

language that is specifically designed to have as few implementation dependencies as possible.(Retrieved from http://en.wikipedia.org/wiki/Java_(programming_language), September 9,2013).In this study it is a programming language used to program the system. MySql. It is the worlds most popular open source database, enabling the cost-effective delivery of reliable, high-performance from and scalable Web-based and embedded database

applications.(Retrieved

http://www.oracle.com/us/products/mysql/overview/index.html,

September 9,2013). In this study it is used to save, alter, and delete all the data inputted. Database. A database is an organized collection of data. The data are typically organized to model relevant aspects of reality in a way that supports processes requiring this information.(Retrieved from http://en.wikipedia.org/wiki/Database, September 10,2013). In this study database it saves, delete and alter information.

Bibliography
(http://www.bizymoms.com/hobbies/advantages-of-computer-games.html) (http://www.dreamteammoney.com/index.php?showtopic=36771) (http://www.greensql.com/content/mysql-security-best-practices-hardening-mysql-tips) (http://www.infoworld.com/d/developer-world/7-programming-languages-the-rise-620)

CHAPTER II Review of Related Literature and Studies

This chapter indicates the ideas relevant to the present subject relating to the other studies and is briefly discussed to provide the foundation of the proposed system. In order to develop a new method and procedures, careful review of literature and studies must be done for the development of the system.

Related Literature
In the world of enterprise programming, the mainstream is broad and deep. Code is written predominantly in one of a few major languages. For some shops, this means Java; for others, it's C# or PHP. Sometimes, enterprise coders will dabble in C++ or another common language used for high-performance tasks such as game programming, all of which turn around and speak SQL to the database.

Programmers looking for work in enterprise shops would be foolish not to learn the languages that underlie this paradigm, yet a surprising number of niche languages are fast beginning to thrive in the enterprise. Look beyond the mainstays, and you'll find several languages that are beginning to provide solutions to increasingly common problems, as well as old-guard niche languages that continue to occupy redoubts. All offer capabilities compelling enough to justify learning a new way to juggle brackets, braces, and other punctuation marks.

The MySQL database has become the world's most popular open source database because of its consistent fast performance, high reliability and ease of use. MySQL is used on every continent yes, even in Antarctica! by individuals, Web developers, as well as many of the world's largest and fastest-growing organizations such as industry leaders Yahoo!, Alcatel-

Lucent, Google, Nokia, YouTube and others to save time and money powering their highvolume websites, business-critical systems, and packaged software.

As most products do, MySQL comes "ready-to-work" out of the box. Usually, security is not a major consideration when installing this kind of product. Often, the most important issue is to get it up and running as quickly as possible so that the organization can benefit. This document is intended as a quick security manual to help you bring an installed MySQL database server into conformity with best security practices.

The use of games for children and adults alike are a great way to improve a great number of mental and physical skills, and often bring with them a lot of significant benefits. Games have a far greater educational influence than most people are aware of. Many children with developmental disabilities, who don't normally seem to react to their environments are often completely transformed when playing games.

Games have a great impact on sensory perception at a number of different levels. For example: A baseball player learns to process very quickly that the ball is coming toward him, or that he is in danger of being tagged, or that it is his turn; or that he hears the footstep behind him, or his name or number called, a touch on his shoulder, the person's senses are stimulated so the person can recognize and respond to all the things going on around them. With practice, the clumsy awkward body becomes agile and expert; a child who tumbles down today won't tumble down next week. We're never too old to improve our physical ability to respond to sensory stimuli and games are a great way to help us does that.

Games also contribute a great deal to social development. Many kids, because of problems at home, shyness or physical disability find it hard to react with others. Some adults can't either, and nothing places one at a greater disadvantage in a business or social setting. Many developmental studies show that children that are normally withdrawn for whatever reasons, have shown a lot of improvement in their ability to cooperate with playmates, and have even increased their popularity among their playmates because of skills brought about by playing games. Tests done with shy adults have had similar results.

Games teach children to follow certain limits and levels of self-control. A child who has to take his turn will think more carefully about his turn. A game that requires taking turns is a great way to focus attention, since a player constantly has to readjust plans based on others' actions.

As children grow older, their play becomes more complicated, and requires increasingly more social skills. Games for children should have very few restrictions; but as players grow older, the games have more rules and regulations appear. These require even greater selfcontrol. Rules like waiting one's turn and not starting over the line in race until the signal is given require a lot of mental and physical control.

After the development of the computer, some developers saw the potential of developing games as a means of entertainment. Soon computer games evolved and software companies started to develop games. At first critics used to say that computer games did not do any good to humans. They went as far as saying that computer games promote violence and made children neglect more "important" work. This was not a totally false accusation, but like many stories there are two sides to this story as well.

The first computer games came out as pure sources of entertainment. Needless to say the early computer game did not have the class, elegance or technology of today's computer games. But still it was a big hit amongst users because at this time the computer was nothing more than a "dumb machine" which had to be given a lot of commands to get a task completed. So when the early computer games came out it was a source of relaxation and entertainment for professionals who used computers. Unlike today at that time not every household had a computer and computers were used only in universities and major organizations.

The 3D games can be a better option in order to enhance your car driving skills. These can help tin improving your abilities of driving and commit fewer accidents. With the help of practice one can easily rectify the problem faced by him in real life driving. Although these consoles and gaming technology provide real life experience but a lot more depends on the abilities of the user. Such games generally spoil the gamers by showing unbelievable crashes, jumps and over speeding to such high limits. These are helpful in taking steep turns and accelerating fast after making the steep turns. With practice everything can be proper and completely mannered. The racing video games are a proper source of fun and entertainment. Sometimes they prove out to be educational also in many aspects. For all those who are interested in conventional means of learning, these racing games are the best choice. The car games provide fun as well as educational material to the users. The entertainment as feeling of competency is also a part of this. (Sports News Live, 2012)

For years many have believed that sitting glued to a screen playing computer games rots your brain. But a new study has found that video games can delay the ageing process and playing one for just ten hours can make your mind up to seven years younger.

Older people who play video games which challenged their mental processing speed slowed their cognitive decline. Instead, a year later, their minds were actually sharper, the researchers found. But the team warn that the benefits only come with their specifically designed game Road Tour. Scientists at the University of Iowa in the United States discovered that elderly people who played just 10 hours of a game delayed declines by as many as seven years in a range of cognitive skills. Those that played the game at least 10 hours, either at home or in a laboratory, gained on average three years of cognitive improvement when tested after one year, according to a formula developed by the researchers. (Dixon, 2013)

Most computer games are designed following stories and chapters. Each story and chapter is often characterized by a particular dilemma, the main task of the player is to solve the dilemma and reach the goal in order to finish a chapter or a story. This particular design of games stimulates problem-solving skills. Studies on the positive effects of gaming also found individuals who play online games, possess the ability to multitask, solve math problems efficiently, and analyze problems and dilemmas skillfully. This ability is honed by the games designed for giving problems, challenges, or tasks, which push the player to think creatively and innovatively.

Games that use joysticks and other equipment are also seen to improve ones hand and eye coordination. Gaming consoles that require whole body movement, such as the Nintendo Wii, can improve this type of coordination. Although hand-eye coordination can also be achieved with outside activities, the individual has to choose the right activities to improve this function whereas the Wii games all satisfy hand-eye coordination development. (Lee, 2012)

Related Studies
From the study of Balmori, etal. (2010) entitled i-Tam Lawin. i-Tam Lawin is a PC game in which a player will take the character of a famous 24th Century Filipino Explorer named Kuya Tam. He was hired by a Non-governmental organization (NGO), to retrieve and secure endangered animals, he must travel as fast as he can before the indigenous groups catch it first. He has advanced gadget called i-Tam Net, a programmed not to adjust its size according to the dimension of the animal. It is used for catching, restraining, and securing an animal from any threats. He is also required to create a journal where he must type fast and correct, jotting down is being progressed. On the other hand, if the inputs are erroneous or the player was not able to pass the obstacle, he is being slowed down.

From the study of Ellis, etal. (2012) entitled Amazing Penguin. Amazing Penguin is a third person viewed maze game that can be played in an Android tablet, designed not to provide entertainment to its users but also make us think of strategies and techniques in order to finish the maze and win the game. It is also created in order to open the minds of the games about the current problems that the world is facing today which is Global Warming.

From the study of Atienza, et.al. (2003) entitled The Apocalypse. The study aims to provide a real-life and interactive environment where the user can choose one among the 4 characters presented at the end of the game. The player manipulates the actions and the decisions of the chosen character wherein he must fulfill all the objectives in every level of the stages until he reaches the final stage, the goal requires strategy appropriate decision making and carrying out of actions in order to satisfy the game.

From the study of Catapang, etal. (2010) entitled Computer Based Card Game. Strategy games allow gamers to use different tactics that vary with the scenario of the game and revolve around the game play. The game is a strategy computer based card game. It can be played by single or two player. The game will be consisting of 19 different cards which are multiplied to make up 50 in the card library. The graphics of the game will be 2D and will be created on Photoshop CS3. The game would arm the player using LAN based network. The game will only be controlled by a mouse. The game will have audio effects.

From the study of Aliban, etal. (2006) entitled Network Based 3D Snakes and Ladders. The project is all about a LAN-based 3D snakes and ladders. An enhanced version of the board game having three dimensional effects and dynamic presentation of the board, allowing the user to select the character to be played, the difficulty of the game whether it is easy, intermediate or expert that will dictate the size of the board, as well as the number of snake selected whether single or multiplayer. The single player is versus PC while a multiplayer accepts a maximum or four players. In multiplayer, the server can choose the game set up before another player can connect to the game and play.

From the study of Cruz, etal. (2007) entitled Taktika: A LAN-based Game. Taktika is an enhancement of the existing two-dimensional Tic-Tac-Toe game. This game is more complex and interactive. The game can be played by a single or multiplayer. It allows a maximum of three players per set of the game. Each player is represented by a chosen character. Every after three wins, the players character gains. The players character will be completed after his nine wins. Then, the player will be declared as the winner of the match. If the game has three consecutive ties, the game ends. It will be a network- based game with multiples of player.

From the study entitled Game KNB? (LAN-Based game) conducted by Camena, etal. (2006), it was one of the new applied computer game that gives users a reality based game in which it can only be seen on television. It persuaded the users interest in playing even if they were not playing as a studio player. The system served as entertainment, enjoyment, and educational recreation that broaden their mind in different fields of information.

Synthesis
The study of Balmori, etal. (2010) entitled i-Tam Lawin is adventure game and the proposed computer game is strategy game. They are both created for entertainment. They used obstacles to challenge more the user. The study of Ellis, etal(2012) entitled Amazing Penguin ,the study of Atienza, et.al.

(2003) entitled The Apocalypse and the proposed game is designed not only to provide entertainment to its users but also make us think of strategies and techniques in order to finish and win the game. The only difference is the programming language used. Computer Based Card Game , Network Based 3D Snakes and Ladders and Game KNB? they are all strategy game that allows gamers use different tactics, can be played by a single or multiplayer player, they are all LAN based network game . The proposed study is a strategy game also that can help to be alert. The difference is it can only be played by a single player. It is not a network based game.

CHAPTER III Research Design and Methodology


This chapter discusses the research design and methodology that will be used by the researcher to conduct this study.

Research Design
The researcher will use descriptive research which refers to the method used to develop, test and evaluate research instruments and methods. It is used to explore phenomena in real life situations and uses a survey method. Common data gathering methods used as questionnaire, interview, and observation.

Developmental Method
The researcher will use prototyping in this study. Prototyping iteration is planned quickly and modeling (in the form of quick design) occurs. The quick design focuses on a representation of those aspects of the software that will be visible. Software prototyping refers to the activity of creating prototypes of software applications being developed. Ideally, the prototype serves as a mechanism for identifying software requirements. If a working prototype is built, the developer is built, the developer attempts to make use of existing program fragment or applies tools that enable working rograms to be generated quickly. Prototype typically simulates only a few aspects of, and may be completely different from, the final product.

Methods of Research .
Prototype method is used is very important that the client is satisfied. So, a survey

questionnaire is used to get responses from the respondents about their perceptions of the developed system.

Respondents of the Study The respondents of this study are children ages 7-12 years old who appreciate gaming. Other respondents are some fourth year BSCS students of LCC who can evaluate and test the game at the perception of an older people who plays game even at their age. Sampling Technique Sampling technique used is random sampling. The researcher believed that it is the best way to achieved unbiased results in a study. In order to conduct this sampling technique, first the researcher will assign the population, list down all the members, and then selected members to make the sample. In this study the researcher is the one who will provide the questionnaire in Likert format that will be given to the respondents to answer. Data Gathering Procedure
In this study, data gathering procedure that will be used are the following: First the researcher went to universities to gather information regarding the related studies. The researcher also used the internet to gather information about the related literature. Then, the researcher conduct a test using questionnaire that is related to research. The survey was

comprised of 10 questions, which were related to the participants perception regarding the game. In the questionnaire. Likert scale was used to determine if the respondents strongly agree, agree, neither agree nor disagree, disagree or strongly disagree in a statement.

Feasibility Study
A feasibility study is an evaluation and analysis of the potential of the proposed project which is based on extensive investigation and research to support the process of decision making. This part discusses about the technical, economic and operational feasibility that will be used by the researcher in this study.

Technical Feasibility
This part discusses the feasibility of the structure of the program. This part contains the hardware and software requirements of the game to be developed. This includes computer that has a database system. Java programming language is also included as the programming language to be used in this study.

Economic Feasibility
This part discusses the economic feasibility of the study that determines the positive economic benefits of the proposed game that will provide to user. The benefit of this game is gamers that will test the focus and reflexes and as well as enhance his strategic skills.

Operational Feasibility
This part of the study refers to an evaluation which analyzes how well a study operates. And how the user react on the study.

Weighted Mean
Weighted mean is used to identify the general output of the data research. The formula in computing weighted mean is as follows: Formula: X = f n Where: f = summation of the frequency of a particular numeric rating. f = frequency or number of times that a given number (x) was chosen by the respondents as rating for a given criterion. n = total number of criteria.

Percentage
Percentage will be used to identify the percent of the respondents identities. The formula in computing the percentage is as follows: Formula: P = (f/n)*100 Where: P = Percentage f = frequency n = total number of respondents

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