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LITE Group Activity 2 For Medtech

The document compares traditional and current forms of entertainment across gaming, streaming, and social media. Traditionally, entertainment encouraged in-person socializing but had limited options, while current digital entertainment offers convenience, personalization, and broad selection at the cost of reduced social interaction. Both provide benefits - traditional entertainment fostered community whereas current options give more accessibility, but each also face disadvantages like limited availability versus potential for addiction.

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

LITE Group Activity 2 For Medtech

The document compares traditional and current forms of entertainment across gaming, streaming, and social media. Traditionally, entertainment encouraged in-person socializing but had limited options, while current digital entertainment offers convenience, personalization, and broad selection at the cost of reduced social interaction. Both provide benefits - traditional entertainment fostered community whereas current options give more accessibility, but each also face disadvantages like limited availability versus potential for addiction.

Uploaded by

2022800069
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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LITE MATTERS | CHAPTER 3 – GROUP ACTIVITY 2023

ICT IN OTHER DISCIPLINES


EnterTechment: The Technological Age Of
Entertainment

I. Comparison of traditional and current developments in Entertainment

As humans, we have always sought out ways to entertain ourselves, whether it be


through storytelling, music, dance, or games. Entertainment not only helps to alleviate
boredom and bring joy, but it also serves as a means to connect people of different
cultures and backgrounds.Over the years, emerging technologies have had a profound
impact on the way we consume and experience entertainment. In light of the existence
of the internet, and the invention of smartphones, tablets, and other devices,
entertainment has become more accessible and convenient than ever before. In this
section, we compared how traditional entertainment differs from the entertainment that
we enjoy today.

Gaming
Games have existed since ancient times. It is widely popular among people of different
ages, cultures, and backgrounds. The way we enjoy and play games has evolved
overtime due to a crucial factor, the advancement of technology.

Traditional gaming involves physical interactions with other people. In the Philippine
context, young people are out in the streets playing games such as pogs, tumbang
preso, luksong baka, and many other games that require socialization and physical
interaction. Meanwhile, older people enjoy table games such as Tongits, Mahjong, and
billiards, which sometimes involve gambling. These games provided an excellent
opportunity for people to bond and spend time together.

Today, The current gaming entertainment is widely digitized and virtualized. Gaming has
been accessible on multiple platforms such as on our computers, game consoles, and
even in our phones and tablets. There is a vast selection of games of different genres
that people could play. For example, Traditional games like card games are already
digitized, and are widely popular among all ages. The multiplayer mode enables people
to connect and play with their friends even if they are in different parts of the world.

Traditional and modern gaming paved the way to enhance social interactions,
strategizing, and even critical thinking. The impact of technology on gaming has
transformed it from a physical activity to a digital one, with many advantages and some
potential drawbacks. As gaming continues to evolve, it will be interesting to see how
technology will shape the future of this popular form of entertainment.

Streaming videos, movies and music.

Undoubtedly, watching movies and listening to our favorite genre of music brings us joy
and calmness. Ever since, Music compositions such as those of Bach and Mozart;

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LITE MATTERS | CHAPTER 3 – GROUP ACTIVITY 2023

Literary Plays of Shakespeare and Wilde, promoted different genres and cultures that
entertained audiences around the world.

In the traditional age of technology, people stream for video and music entertainment
primarily through VHS tapes, MP3s, and even vinyl records. Back in the day, people
were visiting cinemas, theaters, video rental stores, and music shops just to see, hear
and get a copy of the album or movie that they wanted to watch or listen to. Traditional
entertainment provided a window for people of the same interests to interact physically
in the abovementioned physical locations. Although it did not offer convenience, it
promoted socialization.

Back in the day, people were sitting on their couch all day just to wait for the next
episode of their favorite series, but thanks to technology the current entertainment
streaming are largely digitized, with many online platforms offering vast services to
provide you the entertainment that you need from streaming movies and series, to
streaming music and podcasts. It offers convenience in a sense of in just one click you
can now enjoy your favorite series on your phone or laptop no matter where you are.

While traditional entertainment streaming provided a unique social experience, current


streaming services offer convenience, personalization, and a broader range of
entertainment options. As streaming services enhance throughout time, would Netflix,
Viu, and Spotify provide a better and more immersive experience for their users?

Social Media

The emergence of social media has revolutionized the way we interact with
entertainment content and each other. From the first printing press, up to the first phone
call, Media has shaped people’s perspectives and opinions on free speech, politics, and
spreading news.

Traditionally, people wake up and read their daily newspaper from Manila Bulletin while
drinking their coffee. The Philippines’ national hero, Jose Rizal, expressed his
resistance against the Corrupt Spanish Colonials and friars through writing his popular
novels: Noli Me Tangere and El Filibusterismo. People wrote diaries to express what
they feel, and to keep a record of what they felt on a particular day.

Now, with the emergence of technology, people are always up to date on the latest
news. In one click in social media platforms, you can view media reports of events that
have happened in the past few hours. Social media made free speech possible, on the
internet, you can express your emotions and opinions without any hindrance.

In conclusion, while traditional socializing through entertainment provides a sense of


community and connection, social media offers a more global and dynamic way of
engaging with entertainment content and each other.

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LITE MATTERS | CHAPTER 3 – GROUP ACTIVITY 2023

II. Advantages and disadvantages

Traditional entertainment

Entertainment Type Pros Cons


Provides a sense of Limited options and genres
community and connection compared to ICT gaming
Encourages socializing andRequires physical presence
Gaming bonding with others to play multiplayer
Offers a tangible and Can be limited by location
collectible experience and availability
Provides a shared Limited options and genres
experience for viewers compared to ICT streaming
Enables users to physically Limited availability and
Streaming own and collect media access compared to ICT
Videos and Music
Offers a curated and Can be inconvenient to
personal experience purchase and store physical
media
Provides a sense of Limited options for
nostalgia and history discovering new or emerging
artists
Provides a sense of Limited to physical
community and connection interactions and locations
Encourages face-to-face Can be limited by social
Social Media communication and bonding status and culture
Offers a shared and Can be limited by interests
memorable experience and availability

Current Entertainment

Entertainment Type Pros Cons


Provides immersive and Can be addictive and lead to
interactive experiences time-wasting
Games Offers a wide range of Can be violent and promote
options and genres aggressive behavior
Offers multiplayer options to Can be expensive to buy or
connect with others maintain
Provides easy access to a Can be costly, depending on
wide range of content subscription services
Streaming Enables users to watch or Can suffer from buffering or
Videos and Music listen at any time connection issues
Offers personalized Can be subject to copyright
recommendations and infringement issues
playlists

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LITE MATTERS | CHAPTER 3 – GROUP ACTIVITY 2023

Provides a platform for new Can be a source of


or undiscovered artists inappropriate or explicit
content
Provides global connectivity Can lead to addiction and
and real-time updates distraction from work
Enables users to connect Can be a source of
Social Media with like-minded people cyberbullying and
harassment
Offers a platform for sharing Can be a source of
and discovery misinformation and fake
news
Provides a space for Can compromise privacy
self-expression and creativity and personal data

III. Sharing of personal experiences

Xy Griffin San Jose’s Personal Experience with ICT in Gaming

Due to the restrictions on face-to-face interactions during the pandemic, many people
turned to technology to stay in touch with friends and family. In my own experience,
playing mobile games like Mobile Legends, Valorant, and COD Mobile with my cousins
helped us stay close and enjoy some quality time together. We were able to maintain
our connection despite our physical distance by playing these online games. The ability
to interact and socialize was made possible by it, which was crucial during the difficult
and isolating periods of the pandemic.

However, it is really hard to reduce my screen time, because I started to become


addicted to playing video games from the moment I wake up until midnight. It made me
experience frequent headache, and drowsiness.

Althea Kristine Ortega’s Personal Experience with ICT in Streaming

Streaming music has become an integral part of my daily routine, particularly during
moments when I need to relax or concentrate. I frequently use Spotify to stream my
favorite playlist while taking a shower, studying, or even before sleeping. This has
become a habit that I find very helpful in calming myself down and staying focused on
my tasks.

One thing that I appreciate about streaming music is how convenient and portable it is.
Unlike the days when we had to carry around MP3 players, we can now access millions
of songs through our smartphones. With just a few taps on my phone, I can easily
browse and select the songs that I want to listen to, and even create personalized
playlists. This ease of use and accessibility has made streaming music a preferred
choice for many people, including myself.

In addition to the convenience, I also enjoy the wide variety of music available on
streaming platforms like Spotify. However, services are expensive and it is in the cost of
my monthly allowance . It came to a point where I had to pirate songs when I was
young.

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LITE MATTERS | CHAPTER 3 – GROUP ACTIVITY 2023

Betina Mae Gonzales’ Personal Experience with ICT in Social Media

As a student, I have always been interested in staying informed about current events
and news. In the past, I would rely on traditional media such as newspapers and
television to get my daily dose of news. However, with the advent of social media and
digital news platforms, my habits have changed significantly.

I now use social media as a way to stay up to date with breaking news and to read
articles and opinions from a variety of sources. For example, I follow several news
outlets on Twitter and Facebook, which provide me with timely updates on events
happening around the world.

While there are many benefits to using ICT for news consumption, there are also some
drawbacks. One challenge I have encountered is the proliferation of fake news and
misinformation on social media.

IV. Conclusion

From the earliest civilizations, technology has played a crucial role in the development
and evolution of entertainment. From ancient Greek and Roman amphitheaters to
modern-day virtual reality technology has enabled new forms of entertainment.

As advancements in Information and Communication Technology (ICT) have opened


new doors for people to enjoy entertainment in a whole new level, people no longer
have to wait in line for tickets to a concert or movie, nor do they have to worry about
out-of-stock albums or CDs. Instead, they have easy access to vast entertainment
options from the comfort of their own couches.

For example, online gaming has revolutionized the way people play and experience
games. They can choose from an extensive range of games and platforms, including
mobile games, console games, and PC games. Even games that used to be exclusive
to casinos, such as poker and roulette, are now available online without having to risk a
single penny.

Streaming services have also played a significant role in the evolution of entertainment.
With services like Netflix, Hulu, and Disney+, audiences can watch their favorite TV
shows and movies anytime and anywhere without the need for a DVD or Blu-ray. Music
streaming platforms like Spotify and Apple Music have also made it possible for users to
access vast libraries of music with a simple click of a button.

ICT has also created new opportunities for user-generated content and social media
influencers. It also made people realize the importance of free speech and opinion, and
kept people updated from local and international events.

In conclusion, the advancements in technology have transformed the entertainment


industry and created new opportunities for people to enjoy entertainment in innovative
and exciting ways. However, the potential of ICT extends far beyond entertainment, as it
continues to revolutionize and transform other fields, making it a powerful and
indispensable tool in our modern society. As technology continues to evolve, we can
only imagine the incredible possibilities that lie ahead.

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LITE MATTERS | CHAPTER 3 – GROUP ACTIVITY 2023

V. References/ Citations

https://www.forbes.com/sites/jonathankaufman/2019/12/24/mindset-matters-the-influenc
e-of-entertainment-and-the-significance-of-culture-change-in-the-business-of-a-new-dec
ade/?sh=4223775d5a7e

https://vergemagazine.co.uk/the-evolution-of-entertainment-through-history/

https://discover.hubpages.com/sports/Entertainment-Then-And-Now

https://www.fusfoo.com/article/5265/How-Entertainment-Has-Changed-Over-the-Years.h
tml

https://www.ipl.org/essay/The-Pros-And-Cons-Of-The-Entertainment-PCABE3QAQU

https://www.uopeople.edu/blog/how-was-life-before-the-internet/

https://www.world-today-news.com/entertainment-today-pros-and-cons/

https://www.businessinsider.com/video-game-graphics-modern-old-2019-10

https://the-artifice.com/history-of-streaming/

https://blog.moderndrivenmedia.com/social-media-then-and-now

VI. 15- items True or False Questions with answers

1. Traditional gaming involved physical interactions, while modern gaming is


digitized and virtualized. (True)

2. Modern gaming offers fewer options and genres compared to traditional gaming.
(False)

3. Traditional gaming was limited to single-player games. (False)

4. Traditional gaming provided an excellent opportunity for people to bond and


spend time together. (True)

5. The multiplayer mode of modern gaming enables people to connect and play
with their friends even if they are in different parts of the world. (True)

6. Traditional entertainment streaming provided a unique social experience, while


current streaming services offer convenience, personalization, and a broader
range of entertainment options. (True)

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LITE MATTERS | CHAPTER 3 – GROUP ACTIVITY 2023

7. Traditional entertainment streaming offered a broader range of entertainment


options compared to current streaming services. (False)

8. Social media has revolutionized the way we interact with entertainment content
and each other. (True)

9. Traditional socializing through entertainment offers a more global and dynamic


way of engaging with entertainment content and each other. (False)

10. Traditional socializing through entertainment provides a sense of community and


connection. (True)

11. Social media provides a tangible and collectible experience. (False)

12. Traditional entertainment is limited by location and availability. (True)

13. Streaming offers a curated and personal experience. (True)

14. Social media encourages face-to-face communication and bonding. (False)

15. Social media offers a more global and dynamic way of engaging with
entertainment content and each other. (True)

FRANCISCO, MANGSAL, MERCADO, ORTEGA, PARUNGAO, SAN JOSE, SANTOS, SILVA 7


LITE MATTERS | CHAPTER 3 – GROUP ACTIVITY 2023

ICT IN OTHER DISCIPLINES

Group Name: 5

Date Presented/ Submitted: May 12, 2023

Course, Year and Section: BSMT 1A SRC

Title EnterTechment: The Technological Age Of


Entertainment

Ratings
Link https://docs.google.com/document/d/1k7ltpLp-
TT6onXaTX1RJfcq4e6o2jsLlkTOHJxMevzk/edi
t?usp=sharing

Leader San Jose, Xy Griffin 10 /10 C= ____ /20


P= ____ /20

Members Francisco, Veronica Joy 10 /10 Re= ____ /20

Mangsal, Roustom 10 /10 Pr= ____ /20

Mercado, Robina 10 /10 A= ____ /10

Ortega, Althea Kristine S.M 10 /10

Parungao, Leorey Harvey 10 /10 Total: ____ /90

Santos, Betina 10 /10

Silva, Ivan V.

FRANCISCO, MANGSAL, MERCADO, ORTEGA, PARUNGAO, SAN JOSE, SANTOS, SILVA 8


LITE MATTERS | CHAPTER 3 – GROUP ACTIVITY 2023

TITLE OF PRESENTATION
VII. Comparison of traditional and current developments in the assigned topic
VIII. Pros and cons
IX. Sharing of personal experiences
X. Conclusion
XI. References/ Citations
XII. 15- items True or False Questions with answers

RUBRICS FOR PRESENTATION


Content​/ all entries and their majority of the minority of the entries the task
Completeness parts are complete​ entries are existent; are presented/ is incomplete​and
(30 points) and accurate some items are missed completed​with inaccurate
in the presentation and accuracy
are not accurate

(16-20 points) (11-15 points) (6-10 points) (1-5 points)


Participation all members of the all members of the one member of the majority of the
(25 points) group were able to group were able to group was not able to group was not
present excellently present within the given present within the able to present
within the given time time frame: class given time frame; within the given
frame; class participation is partially class participation is time frame; class
participation is evident. partially evident. participation is not
evident. evident.

(16-20 points) (11-15 points) (6-10 points) (1-5 points)


Presentation/ the delivery is clear, the delivery is clear, the delivery the delivery lacks
Creativity comprehensive and comprehensive and is slightly clarity and was
​(25 points) memorable memorable to a certain comprehensive poorly executed
extent
the presentation the presentation the presentation
is well-made the presentation denotes displays a little to
with purposive displays a certain level occasional no creativity
designs of creativity creativity

(16-20 points) (11-15 points) (6-10 points) (1-5 points)


Adherence to all instructions were did not abide one did not abide by 2-3 did not abide by 4
Instructions followed directions directions or more directions
(10 points)
(9-10 points) (6-8 points) (3-5 points) (1-2 points)

RATING MEMBERS:
Leaders, rate your members according to the following scale, to be indicated on the front page of
your submission.

2 4 6 8 10
Strongly Disagree Disagree Neutral Agree Strongly Agree

Note:
Leaders get 10 points here.

TOTAL SCORE: 100 POINTS

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LITE MATTERS | CHAPTER 3 – GROUP ACTIVITY 2023

FRANCISCO, MANGSAL, MERCADO, ORTEGA, PARUNGAO, SAN JOSE, SANTOS, SILVA 10

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