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CHAPTER 1 THE PROBLEM Purpose and background of the Study In today’s world teenagers are more familiar with computer games. They play these as hobbies and for fun. Students play computer games to relax themselves; it gives enjoyment to the user. Computer games are ways of diversion and enjoyment to kill time. According to David Arsenault of Journal of Computer Game Culture, “there are seven basic game genres those are Action, Action-Adventure, Adventure, Role-Playing, Simulation, Strategy, and other Notable genres like Educational games, it is said that video and Computer games are defined by a set of game plays that are classified by the setting or game-world content. The educational games were games that give a lesson to fulfill a knowledgable task. It normally acquires the player to solve various puzzles by interacting with people or the environment. The researcher’s target for the study is to create an Interactive Educational Quest for all Ages titled “Ethnica”. A game that is composed of trivia questions that were educational to the proponents. Filipino gamers are familiar with games and what they are. They play it as a hobby. The problem here is that some games have their violent features. These kinds of game teach a player to be violent, and it is not educational. The Department of Tourism (DOT) in the Philippines has many promotions and advertisements to endorse the country’s tourist spots and cultural heritages, for the tourist to explore the country. Gaming is most widely popular in our country but these games are not created by a Filipino. So if tourism and gaming is applied which deals with our country's cultural heritages and environment it will surely beloved by Filipino gamers as well as tourists, the researchers would like to create a game not just for fun and excitement but also for educating the users or players. The researcher’s title for the educational game is “Ethnica”, from the word ethnic which means tribal culture.

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