| 000 | 02909nam a22003017a 4500 | ||
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| 003 | OSt | ||
| 005 | 20250305152819.0 | ||
| 008 | 250305b |||||||| |||| 00| 0 eng d | ||
| 040 |
_aTUPM _bEnglish _cTUPM _dTUPM _erda |
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| 050 |
_aBTH N 85 _bD45 2023 |
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| 100 |
_aKosca, Cari Dwen Y. _eauthor |
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| 245 |
_aFairy user: _ba concept proposal for a role playing game (RPG) as an innovative platform for counter misinformation for Filipino teens and young adults / _cCari Dwen Y. Kosca, Joshua U. Imballa, Rustee Klein R. Dela Peña, |
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| 260 |
_aManila: _bTechnological University of the Philippines, _c2023. |
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| 300 |
_ax, 201pages: _c29cm. |
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| 336 | _2rdacontent | ||
| 337 | _2rdamedia | ||
| 338 | _2rdacarrier | ||
| 500 | _aBachelor's thesis | ||
| 502 |
_aCollege of Architecture and Fine Arts .-- _bBachelor of Fine Arts major in Advertising: _cTechnological University of the Philippines, _d2023. |
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| 504 | _aIncludes bibliographic references and index. | ||
| 520 | _aThe study aims to propose a game concept as an innovative platform to counter and raise awareness about misinformation for Filipino teens and young adults. This study promotes an educational and entertaining approach to explore the dangers of social media misinformation, and how to counter it by educating people about fact-checking skills and techniques through an integration of a role-playing game (RPG). To conduct an ad campaign for a game concept, the researchers opted in story telling strategies, like animations and character backgrounds. Furthermore, research content and game design, are done through consultations from professionals according to their field of expertise such as journalist, vlogger, psychologist and game designer. Wherein, data gathered from the journalist suggests to use triangulation method and fact checking techniques to counter misinformation; Meanwhile, to avoid bias, the researchers interviewed a vlogger since according to Pulse Asia, vloggers are the most accused in spreading misinformation. Moreover, in able to understand the psychology and behavior of the research target audience (teens and young adults), the researchers rely on a psychologist to seek professional input. And lastly, the game concept was reviewed by a game developer and give inputs about game future game development. In addition, after conducting the ad campaign of the game concept, the researchers found out that the campaign is mostly effective in its prompt trivia about misinformation, and the game demo animation, these specific materials helped to change and improve the perception of target audience in social media misinformation awareness. | ||
| 650 |
_aVideo game _vrole playing game |
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| 650 |
_aCulture _vPhilippines |
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| 650 | _aFine arts | ||
| 700 |
_aImballa, Joshua U. _eauthor |
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| 700 |
_aKosca, Cari Dwen Y. _eauthor |
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_2lcc _cBTH CAFA _n0 |
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_c29444 _d29444 |
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