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CHAPTER 1

The Problem and its Background

This chapter contains information on the background of the study, the


theories and concepts of the study, the problems to be addressed, the relevance
of the study and its scope as well as its limitations.

1.1 Introduction

Over the years, we all know that technology has been growing fast. One of
the evidences of the rising demand of technology is the creation of the arcade
games.

The arcade game had its root in 1909, when Skee-Ball, one of the first
redemption games, was invented and patented by Joseph Fourestier Simpson.
(Jake Rossen, 2017)The objective of the game is to collect as many points as
possible by having the ball fall into holes in the rings which have progressively
increasing point values.

In fact, according to Alicia Blanda 2018, arcade gaming has inherent a lot
of health benefits for both children and adults. It improves cognitive abilities,
reflexes and muscle memories, reduces stress and depression, and curbs
cravings and helps reduce weight.

Coin-operated and redemption game operators strive hard to the most up-
to-date technology to remain competitive. Currently, machines with swipe card
mechanisms and paper redemption ticket dispensers are offered in certain
venues.

Redemption games are typically arcade games of skill that rewards the
player proportionally to their score in the game. The reward most often comes in
the form of tickets, with more tickets being awarded for higher scores. These
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tickets can then be redeemed at a central location for prizes. (Definitions Net
2019)

Reward Mechanism produce sense of fun by fostering intrinsically


rewarding experiences and extrinsic rewards, which is the actual reward. (Wang,
Hao& Sun, Chuen-Tsai 2012) Similarly, Cameron, Pierce, Banko, and Gear
(2005) assessed how rewards impacted intrinsic motivation when students were
rewarded for achievement while learning an activity, for performing at a specific
level on a test, or for both.

The device that the researchers are conducting relates to the redemption
game device in which directly displays and dispenses merchandise, rather than
dispensing tickets which are then redeemed for prizes. Redemption games can
be seen as a modern successor to carnival games, as the same general
principles apply.

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https://www.wired.com/2014/05/arcade-history/?fbclid=IwAR0HIBLEeo0-
IH1jwW6MKCXOH8Ix1qycwBlrLo44HPzKyUhWTRWbIxHOQvE

http://mentalfloss.com/article/93253/history-skee-ball?fbclid=IwAR1D7tcKQAGNcuN-
tzr5nZkyn1AyEc0z0jllj5r3nqOt4HAOklxZF_k73ao

https://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-
for-amusement-only?fbclid=IwAR0k7JnToRE7Cae7ZZ1FGnJpOyBfxKGLAxNAg9WP-
He60oqfYpPPJ_mUUic
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1.2 Theoretical Framework

Redemption games are typically arcade games of skills that reward the
player proportionally to their score in the game. The reward most often comes in
the form of tickets being awarded for higher scores. These tickets can be redeem
(hence the name) at a central location for prizes. It used Probability theory, a
branch of mathematics concerned with the analysis of random phenomena. The
outcome of a random event cannot be determined before it occurs, but it may be
any one of several possible outcomes. The actual outcome is considered to be
determined by chance, that`s why the proponents come up with the idea of the
Wheel Deal. Wheel Deal is considered as a kind of redemption game.

Redemption games can be seen as the modern successor to carnival


games, as they general principle apply.

Redemption games of the prior art, while enjoyable, are rather simple
games and such, often lead to rapid player boredom. This is undesirable in an
arcade environment where revenues are directly related to the continuous,
repeated use of the games.

1.3 Conceptual Framework

The wheel deal station provides an apparatus and method for an


individual roll-down game including its own spinning wheel. Players get to test
their skills by dropping coins down a brightly colored ramp in an attempt to land
in the specially marked WIN ZONES which adds excitement and complexity to
the game which tends to prolong player involvement and adds interest to an
otherwise simple roll-down game. The game unit has the ability to dispense a
non-monetary award such as biscuits. The device uses probability theorem
because the actual outcome is considered to be determined by chance.
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1.4 Research Paradigm

PLAYER An infrared
The player sensor will now
will insert a detect the coin.
coin into the
game.

The rotating
playfield will
set the coin to
The coin will
rest at the end
slide down to
of its sides. If it landed on
the coin
ramps. the jackpot
prize, the
player will now
receive the
prize.
It will now
fall to the
rotating
playfield.

Research Paradigm of

The Improvised Wheel Deal Machine


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1.5 Statement of the Problem

1. What is the profile of the respondents in terms of:

1.1 Age 1.4 Civil Status

1.2 Gender 1.5 Work

1.3 Educational Background

2. What are the benefits of the Wheel Deal Machine?

3. What are the perceptions of the respondents to innovated Wheel Deal


Machine?

1.6 Hypothesis of the Study

The researchers aims to innovate the old Wheel Deal Machine into
something more fun and exciting by adding instant prizes unlike the old Wheel
Deal that only dispenses tickets. The researchers expect that this device will
become effective and efficient to play.
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1.7 Significance of the Study

Future Researchers – This will serve as a guide to the students or


researchers who are willing to enhance the Wheel Deal Machine features into a
more effective and beneficial.

Amusement Parks - The output of this study benefits carnivals and


amusement park because it decreases the number of operators, the expenses
for ticket and tokens while still gaining profit.

1.8 Scope and Limitation of the Study

Scope

The Wheel Deal Machine will have a sensor that can automatically
dispense prizes when drop into the jackpot prize. IR sensor circuit will determine
if the one peso coin has been drop to the jackpot hole so that the machine will
now drop the prize. The Wheel Deal Machine uses 12 AC-DC adaptors.

Limitation

The Wheel Deal Machine only accepts one peso coin at a time, and inside
the machine, only six prizes can be inserted. Also, this machine doesn’t require
an operator around.
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1.9 Definition of Terms

Wheel Deal – An arcade game that involves spinning wheel and


dispenses ticket.

Circuit - An electronic circuit is composed of individual electronic


components, such as resistors, transistors, capacitors, inductors and diodes,
connected by conductive wires or traces through which electric current can flow.

Sensor - A device, module, or subsystem whose purpose is to detect


events or changes in its environment and send the information to other
electronics, frequently a computer processor.

LED (Light Emitting Diode) - A light-emitting diode is a semiconductor


light source that emits light when current flows through it. Electrons in the
semiconductor recombine with electron holes, releasing energy in the form of
photons. This effect is called electroluminescence.

Ramp - Ramp is a flat supporting surface tilted at an angle, with one end
higher than the other, used as an aid for raising or lowering a load. The inclined
plane is one of the six classical simple machines defined by Renaissance
scientists.

Coin Slot - A small opening on a vending machine, arcade game


machine, parking meter, etc. to accept the payment that operates the
mechanism.2

2
https://en.oxforddictionaries.com/
https://www.merriam-webster.com/
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CHAPTER 2

Review of Related Literature and Studies

This chapter presents the related literature and related studies; it gives
information to the readers on how the proponents conceptualize this study.
3Related studies locally and foreign countries are included to support the concept
of the study. Unpublished materials and articles from the internet were analyzed
to get insights for the conceptualized of the study.

Foreign Literature

A Literature Review by Nathan Ng

Infrared sensors are used in several fields and have countless possible
applications. Infrared sensors are used to detect light waves that are not visible
to humans (NASA, 2007). These infrared waves are emitted from many objects
in the surrounding environments, such as animals or plants. The higher the
temperature of an object, the shorter the waves that the object emits (Sensors,
2016). Because all objects emit an infrared wave directly related to their
temperature, infrared sensors can detect which objects are hotter than others
(Sensors, 2016). Infrared waves that are emitted from an object are detected and
transformed into an electrical current by the infrared sensor (Sensors, 2016).
Once the waves are converted into an electrical current, the current is once more
transformed into light waves that are visible to the human eye (Sensors. 2016).
The shorter waves will lean towards red, but the longer waves will lean towards
blue (NASA, 2016). There are two major categories of infrared sensors: passive
infrared sensors (PIR) and active infrared sensors (AIR). AIR sensors are built
with a dual beam transmission (HKVSTAR, 2014). One transmission area sends
the infrared wave and one transmission receives the infrared wave (HKVSTAR,

https://www.makerlab-electronics.com/product/ir-proximity-sensor/
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2014). PIR sensors have single transmission systems that only send out the
infrared wave (HKVSTAR, 2014). Instead of having a transmission system that
receives the infrared waves, PIR sensors receive infrared waves from passing
objects (HKVSTAR 2014). Infrared sensors cannot detect objects behind glass
and other transparent coverings (Thermometer 2016). Ultimately, infrared
sensors have many applications with few limitations. This study will use infrared
sensor to activate the automatic prize dispenser circuit.

According to Jordan Shapiro 2014, Gameplay has cognitive benefit


because games have been shown to improve attention, focus, and reaction time.
Games have motivational benefit because they encourage an incremental, rather
than an entity theory of intelligence. Games have emotional benefit because they
induce positive mood states; in addition, there is speculative evidence that
games may help kids develop adaptive emotion regulation. Games have social
benefit because gamers are able to translate the pro-social skills that they learn
from co-playing or multiplayer game play to “peer and family relations outside the
gaming environment.”

According to BESTONKIDRIDES 2017, playing games provides a lot of


benefits. In this article, we shall be going through several of the main advantages
of doing so.

1. Cognitive Benefits

People who played shooters showed a lot faster and much more
accurate focus on detail, higher spatial resolution, and better mental
rotation abilities overall. This sort of improvement observed in first
person shooter gamers is the same as actual courses created to teach
the same skills and abilities. Also, most of these cognitive benefits that
exist from engaged in playing these kinds of video games can in fact
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provide measurable changes in terms of how that the brain is able to


process information with a lot better overall efficiency. Thus, as being a
gamer, you will be able to effectively make use of neural resources far
better plus much more efficiently than someone that doesn’t play
shooters. Another benefit that you are going to get which classifies as
cognitive enhancements is the capability to boost your overall creativity
and it may help to boost your condition solving skills and abilities.

2. Generates Motivation.

An additional benefit that is included with playing these kinds of shooting


games is the capability to have something to boost your motivation. Lots
of people that play most of these games get encouraged with the rewards
and ultimately acquire a certain measure of motivation that will reinforce
good positive motivational attitudes in life. Through these kinds of attitudes
instilled in you whether it’s in gaming or in real life, it must be able to direct
you towards both.

3. Forces You To Discover How To Control Your Emotions.

An additional benefit that is assigned to this type of gaming is the


capability to teach or make you learn to effectively handle a number of
emotions that you just will certainly experience while playing the game.
Because these kinds of games are generally competitive, you will need to
learn how to cope with motivations related to losing from time to time.
Also, you are going to likely feel feelings of accomplishment should you do
something well and achieve a trophy in a game. Therefore, it can really
help deal with all types of emotions and feelings including acceptance,
problem solving, losing, and more.
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In the long run, playing shooters comes with a entire array of benefits that
can help you and/or anyone who is playing them. Not only will it let you generate
more motivation and learn to deal with a number of emotions, it needs to be a
great way where you can achieve a myriad of cognitive benefits including having
better problem solving skills and the ability to react faster plus much more
efficiently than somebody that doesn’t play these sorts of games.

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https://bestonkidsrides.wordpress.com/2017/05/04/the-main-great-things-about-playing-arcade-
shooting-game-machines/
https://www.kqed.org/mindshift/36269/benefits-of-gaming-what-research-shows
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Foreign Study

Automatic Soap Dispenser with IR Proximity Sensor

Automatic Soap Dispensers designed for use with liquid soap are now
widely available, and you may well know that the hands free operation reduces
the spread of germs. How about building one your own? If you have the time and
inclination, it may be cheaper and you could learn a lot of useful stuff in the
process. Here is a ‘Touch Free’ design idea for clean and reliable soap
dispensing!

An infrared (IR) proximity sensor, and a small solenoid is combined here


to make the 6-Volt DC powered automatic soap dispenser unit. When the
infrared sensor detects the close proximity of a hand, it enables the solenoid
driver. The resulting voltage available at the output of the driver energizes the
solenoid. This study is designed for automatically dispense biscuits as a prize
using Infrared sensor. An infrared sensor, and an asynchronous motor is
combined here to activate the circuit on automatic prize dispenser. When the
infrared sensor detects the coin it enables the motor that will rotate the spring
that will automatically dispense the prize.

According to Alicia Blanda 2018, plenty of studies have shown that lack of
physical exercise can have adverse effects on children as they grow. While
physical activity remains as important as ever, many recent studies show that
gaming, especially arcade gaming, has inherent health benefits for both children
and adults. Gaming stimulates and soothes the mind in ways that routine
exercise cannot.

Improves cognitive abilities. Even the most basic games boost multi-tasking
and decision-making skills. Gaming forces one to make spit-second decisions
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and stand behind them. Whether players choose the correct choices or not, the
ability to decide is developed. Decision-making skills are especially beneficial for
those in the professional world, where indecisiveness can cause quite a bit of
damage.

Improves reflexes and muscle memory. Whether using the simple controls of
joystick-style arcade game or more complex controller, playing games builds
muscle memory. In turn, this improves reflexes and hand eye coordination which
are used in a variety of daily skills, such as typing, driving and tying shoelaces.
Studies have even found that in professions that utilize fine motor skills, such as
surgeons, gamers outperformed non-gaming students and co-workers by a large
margin.

Gaming reduces stress and depression. Studies have found that gamers who
suffer from mental health issues, such as anxiety or depression, showed a
notable improvement in condition after venting their frustrations via playing a
video or arcade game. Health professionals have even developed some games
that help reduce physical pain in those suffering from chronic illnesses or severe
wounds.

Curbs cravings and helps reduce weight. While there are no replacements for
a balanced diet and exercise, gaming can help curb cravings. When bored or
anxious, many people reach for snacks. Getting out of the house and going to an
arcade reduces emotional eating by keeping players engaged mentally and
physically. Less snacking means maintaining a healthy weight, or even reducing
weight for some people. 5

5
https://bestonkidsrides.wordpress.com/2017/05/04/the-main-great-things-about-playing-
arcade-shooting-game-machines/
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Local Literature

According to Jose Alvarez, many people get together at the mall to play
the latest video games. Some of the earlier arcades had traditional games such
as pinball, shooting games, and slot machines. Video game arcade cabinets are
often composed of console architecture and generally play one game or a small
set of games. Some specialized cabinets are valued at thousands of dollars or
more. The video game arcade brought together the unlikely combination of
socializing and gaming, and its effects are still prevalent to this very day

SYNTHESIS

The study presented all aimed to have an automatic prize dispenser which
uses sensors instead of the ones that dispenses tickets. Most people need
something to release their negative energy from the stress of their daily life.
These types of activities usually are beneficial for individuals who need a way to
get out their frustration with the problems that they are having in the world.
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CHAPTER 3

Research Design and Methodology

This Chapter presents the process on how the study is being constructed,
the materials that has been used and the respondent’s answer in order for the
study to become feasible and working.

3.1 Research Design

This study is focus on developing a system that uses a Logic Circuit with
Switching Theory that will help us, students. The researchers approach is the
descriptive design method. The descriptive part of the research contains the
survey, data gathering and observational method. Survey method is to know
what were the opinion and the perspective of the respondents.

The gathered data during experimentation will be used to distinguish the


materials and contents that are needed in our study, it helps the proponents to
distinguish the appropriate materials and the optimum performing level of the
device, and lastly the observational method to gain more information regarding to
our study, Wheel Deal Machine. The project design is hardware.

3.2 Research Locale

This study was conducted in St. John Technological College of the


Philippines (SJTCP), #29 Jewel Street, Foresthills Subdivision, Brgy. Gulod,
Novaliches, Quezon City.
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3.3 Respondents of the Study

The respondents of this study were the students of St. John Technological
College of the Philippines (SJTCP) from school year 2018-2019

3.5 Data Gathering Instruments

Brain Storming

This is a method of shared problem solving in which all members of the


group spontaneously contribute ideas. Every proponent is encouraged to think
and suggests ideas. The likes, interests, line of specialization, and individual
concentrations of the study matters most in sharing ideas.

Internet Research
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The proponents used the internet in gathering additional data that


can be used to enhance the project.

Questionnaire

The researchers set a couple of questions related to the study that will be
distributed to the respondents in order to get the appropriate data, gather insights
from the respondents to understand their views and opinions regarding our study.

Survey

The researchers conducted a survey to gather information and knowledge


using the questionnaires, as a tool to know their insights regarding their
awareness and perception regarding to the study.

3.6 Data Gathering Procedures

The researchers conducted a survey to the students of St. John


Technological College of the Philippines. A survey is a research method used for
collecting data from a pre-defined group of respondents to gain information and
insights on various topics. In this study, the proponents conducted tests
measuring the reaction of the sensor that sends the signal to the circuit. The
accuracy is also measured in terms of timing of the device and the functions of
the device. Also the repeatability is observed through several testing of the
sorting of a variety of objects. The Wheel Deal Machine will also be calibrated
and tested as well as the sensors alongside with the performance throughout the
experimentation process.
Every proponent is encouraged to think and suggest ideas about the
design and circuit of this project. Before conducting a survey in St. John
Technological College of the Philippines, researchers informed their Professor
that they will conduct a survey on the said target locale. Once the questioner is
already checked and approved, the researchers will conduct a survey to the said
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locale. Once all the questionnaires were answered by the respondents, it will be
tallied, and analyzed using statistical formula.

Statistical Tools
After administering and retrieving the accomplished questionnaire, data
will be categorized, organized and statistically treated.
1. Percentage (%)
Percentage will be used to get the number of the responses of the ALS
tudent-respondents profile which includes the age, gender, religion, civil status,
employment status, number of family members and general average in the last
grade level attended.

The formula for Percentage is as follows:

P = (f/n) x 100%

Where: f = frequency
n = number of respondents
100 = constant
P = percentage (%)

2. Likert Scale System


The responses to questions in the given variables were scaled using the
Five Point Scale System and given weight as follows:
Rate Verbal Interpretation

5 Strongly Agree

4 Agree

3 Neutral
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Chapter 4

Presentation, Analysis and Interpretation of Data

This chapter presents the data from the survey, the statistical analysis of
the responses or trials and the interpretation of data

4.1 Demographics

Age Bracket Frequency Percentage Cumulative


Percentage

18 to 25 37 93.37 93.37
years old

26 to 35 1 2.63 100
years old

36 years old 0 0 0
and above

Total 38 100

Table 4.1Frequency Distribution of 38 respondents according to their Age


Bracket.
20

40 37
35

30

25

20

15

10

5
1 0
0
18 to 25 Years Old 26 to 35 Years Old 36 and Above

Figure 4.1 a bar graph of 38 respondents according to their Age Bracket

In the age bracket, 93.37 percent were 18 to 25 years old while 2.63
percent were 26 to 35 years old respectively, also0 percent were 36 years old
and above.

gender frequency percentage cumulative


percentage

male 36 94.74 94.74

female 2 5.26 100

Total 38 100

Table 4.2 Frequency Distribution of 38 respondents according to their Gender.


21

40
36
35

30

25

20

15

10

5 2
0
Male Female

Figure 4.2 a graph of 38 respondents according to their Gender.

In the total number of respondents, there were 36 male and 2 female


showing that the majority of the respondents were male.
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civil status frequency percentage cumulative


percentage

single 34 89.47 89.47

married 4 10.53 100

widow 0 0

Total 30 100

Table 4.3 Frequency Distribution of 38 respondents according to their Civil


Status.

40
34
35

30

25

20

15

10
4
5
0
0
Single Married Widow

Figure 4.3 a graph of 38 respondents according to their Civil Status.


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In terms of the information about the civil status of the respondents,


89.47percent were single and 10.53 percent were married therefore showing that
the majority of the respondents are single.

Educational attainment frequency percentage cumulative percentage

Elementary 0 0 0

High School 1 2.63 2.63

College 37 93.37 100

Post Graduate 0 0 0

Table 4.4 Frequency Distribution of 38 respondents according to their


Educational attainment.

40 37
35

30

25

20

15

10

5
0 1 0
0
Elementary Highschool College Post Graduate

Figure 4.4 agraph of 38 respondents according to their Educational


attainment.
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In terms of the information about the Educational attainment of the


respondents, 2.63 percent were high school and 93.37 percent were college
therefore showing that the majority of the respondents are college

Status Frequency Percentage Cumulative Percentage

Employed 0 0 0

Self-employed 2 5.26 5.26

Unemployed 0 0 0

Student 36 94.74 100

Table 4.4 Frequency Distribution of 38 respondents according to their


Educational attainment

40
36
35

30

25

20

15

10

5 2
0 0
0
Employed Self-employed Unemployed Student

Table 4.4 Frequency Distribution of 38 respondents according to their


Educational attainment
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In terms of the information about the Educational attainment of the


respondents, 5.26 percent were self-employed and 94.74 percent were college
therefore showing that the majority of the respondents are single.

4.4 Survey Results

4.4.1 Awareness

1. Are you familiar with arcade shops?

Scale frequency percentage cumulative


percentage

very familiar 19 50% 50%

Familiar 15 39.47% 89.47%

Neutral 4 10.52% 100%

Not Familiar 0 0%

Total 38 100%
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Table 4.4.1.0

20 19
18
16 15
14
12
10
8
6
4
4
2
0
0
Very Familiar Familiar Neutral Not Familiar

Figure 4.4.1.0

Analysis

In the aspect of the respondents to the awareness if they are well familiar
in arcade shops, 78.94 percent answered that they are very familiar and 15.79
percent also familiar. Moreover, 5.26 percent is neutral, and lastly, 0 percent not
familiar that they are not well familiar in arcade shops
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2. How often do you visit an arcade shop?

Scale frequency percentage cumulative


percentage

always 6 15.78% 15.78%

often 11 28.95% 44.73%

Sometimes 19 50% 94.73%

never 2 5.26% 100%

Total 38 100%

Table 4.4.1.1

20 19
18
16
14
12 11
10
8
6
6
4
2
2
0
Always Often Sometimes Never

Figure 4.4.1.1
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Analysis

In the aspect of the respondents to the awareness if they are well inclined
in how often they visit arcade shops, 7.89 percent answered always and
42.11percent also often. Moreover,31.57 percent is sometimes, 18.43 percent
never.

3. Are you familiar with Redemption games?

Scale frequency percentage cumulative


percentage

very familiar 3 7.89% 7.89%

Familiar 20 52.63% 60.52%

Neutral 12 31.58% 92.1

not familiar 3 7.89% 100%

Total 38 100%

Table 4.4.1.2

25

20
20

15
12

10

5 3 3

0
Very Familiar Familiar Neutral Not Familiar
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Figure 4.4.1.2

Analysis

The Figure above presents the percentage of the respondents familiar


with redemption games. First, 15.79 percent of them answered that they are very
familiar and 71.05 percent of them also familiar and lastly, 13.16 percent of them
are neutral.

4. What is your favorite game to arcades?

Scale frequency percentage cumulative


percentage

Video Games 30 78.95% 78.95%

Rolldown Games 0 0% 78.95%

Redemption 6 15.79% 94.74%


Games

Merchandise 2 5.26% 100%

Total 38 100%

Table 4.4.1.3
30

35
30
30

25

20

15

10
6
5
2
0
0
Video Games Rolldown Games Redemption Games Merchendise

Figure 4.4.1.3

Analysis

The Table 4.4.1.3 shows that 21.05 percent of the respondent answered
video games, 71.05 percent answered that their favorite is rolldown games and
the last 7.89 percent said that they prefer the redemption games.
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5. Are you familiar with wheel deal redemption games?

Scale frequency percentage cumulative


percentage

Very Familiar 3 7.89% 7.89%

Familiar 16 42.11% 50%

Neutral 12 31.58% 81.58%

Not familiar 7 18.42% 100%

Total 38 100%

Table 4.4.1.4

18
16
16

14
12
12

10

8 7

4 3

0
Very Familiar Familiar Neutral Not Familiar

Figure 4.4.1.4

Analysis
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Based on the Table 4.4.1.4 shows that the majority of the respondents
said that they are only familiar with wheel deal redemption games

4.4.4 Understanding

6. Arcade is beneficial to play.

Scale frequency percentage cumulative


percentage

Strongly agree 6 15.79% 15.79%

agree 27 71.05% 86.84%

disagree 5 13.76% 100%

strongly disagree 0 0%

Total 38 100%

Table 4.4.1.5
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30
27

25

20

15

10
6
5
5
0
0
Strongly Agree Agree Disagree Strongly Disagree

4.4.1.5

Analysis

Based on the Figure 4.4.1.5. 18.42 percent of the respondent answered


strongly and 76.31 percent agreed that they only agree that there is a benefits in
playing arcade games.
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7. It would be more fun to innovate the machine with automatic prize


dispenser

Scale frequency percentage cumulative


percentage

Strongly agree 8 21.05% 21.05%

agree 27 71.05% 92.10%

disagree 3 7.89% 100%

strongly disagree 0 0%

Total 38 100%

Table 4.4.2.0

30
27

25

20

15

10 8

5 3
0
0
Strongly Agree Agree Disagree Strongly Disagree

Figure 4.4.2.0
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Analysis

Base on the table it is indeed majority of respondents agreed that it is


more fun to have an arcade game with automatic prize dispenser

8. Arcade games are beneficial to the society.

Scale Frequency percentage cumulative


percentage

Strongly agree 5 13.16% 13.16%

agree 28 73.68% 86.84%

disagree 5 13.15% 100%

strongly disagree 0 0%

Total 38 100%

Table 4.4.2.1

30 28

25

20

15

10
5 5
5
0
0
Strongly Agree Agree Disagree Strongly Disagree

Figure4.4.2.1
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Analysis

The Figure 4.4.2.1. Shows that majority of respondents agree that the
arcade has a beneficial to the society.

9. Innovations in the old machines would benefit the players.

Scale frequency percentage cumulative


percentage

Strongly agree 7 18.42% 18.42%

agree 22 57.89% 76.31%

disagree 8 21.05% 97.37%

strongly disagree 1 2.63% 100%

Total 38 100

Table 4.4.2.2

25
22

20

15

10 8
7

5
1
0
Strongly Agree Agree Disagree Strongly Disagree

Figure 4.4.2.2
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Analysis

The Figure 4.4.2.2 shows that majority of respondents agree that if the
old machines will be innovative it will benefit a lot the players

10. Playing games reduces stress and improve ones health

Scale frequency percentage cumulative


percentage

Strongly agree 6 15.79% 15.79%

agree 28 73.68% 89.47%

disagree 2 5.26% 94.47%

strongly disagree 2 5.53% 100%

Total 38 100

Table 4.4.2.3

30 28

25

20

15

10
6
5
2 2

0
Strongly Agree Agree Disagree Strongly Disagree

Figure 4.4.2.3
38

Analysis

It is shown in Table 4.4.2.3that playing games reduces stress and


improves ones health.

4.4.3 Participation

11. Do you think it is important to innovate the old wheel deal machine

Scale frequency percentage cumulative


percentage

Extremely 4 10.53% 10.53%


Important

Slightly Important 13 34.21% 44.74%

Important 21 55.26% 100%

Not Important 0 0 0

Total 38 100%

Table 4.4.3.0
39

25
21
20

15 13

10

5 4

0
0
Extreme Important Slightly Important Important Not Important

Figure 4.4.3.0

Analysis

In the aspect of the respondents if it is important to innovate the old wheel


deal.
40

12. Do you approve of automatic prize dispenser better than the old boring
ticket dispenser?

Scale frequency percentage cumulative


percentage

Strongly approve 5 13.16% 13.17%

Approve 27 71.05% 86.84%

Neutral 6 15.79% 100%

Strongly 0 0
Disapprove

Total 38 100%

Table 4.4.3.1

30
27

25

20

15

10
6
5
5
0
0
Strongly Approve Approve Neutral Strongly
Disapprove

Figure 4.4.3.1
41

Analysis

It is shown on the Table 4.4.3.1 that majority of respondents approve on


the innovative wheel deal that dispense prize.

13. Do you think it will lessen the hassle of going to the so called
central(location for prizes)?

Scale frequency percentage cumulative


percentage

Strongly agree 5 13.16% 13.16%

agree 28 73.68% 86.84%

disagree 5 13.16% 100%

strongly disagree 0 0%

Total 38 100%

Table 4.4.3.2

30 28

25

20

15

10

5 5
5

0
0
Strongly Agree Agree Disagree Strongly Disagree

Figure 4.4.3.2
42

Analysis

The above illustration on Table 4.4.3.2 shows there are more agree that
the innovative wheel deal will be less hassle
43

14. Do you think it is convenient to use the innovative Wheel Deal


Machine?

Scale frequency percentage cumulative


percentage

Strongly agree 5 13.16% 13.16%

agree 31 81.58% 94.74%

disagree 2 5.26% 100%

strongly disagree 0 0%

Total 38 100%

Table 4.4.3.3

35
31
30

25

20

15

10
5
5
2
0
0
Strongly Agree Agree Disagree Strongly Disagree

Figure 4.4.3.4

Analysis

The above illustration on Table 4.4.3.4thatthe new wheel deal is more


convenient than the old.
44

15. How likely would you endorse our innovative Wheel Deal Machine?

Scale frequency percentage cumulative


percentage

Extremely likely 6 15.79% 15.79%

Likely 27 71.05% 86.84%

Unlikely 5 15.76% 100%

Extreme Unlikely 0 0%

Total 38 100%

Table 4.4.3.5

30
27

25

20

15

10
6
5
5

0
0
Extreme likely Likely Unlikely Extreme unlikely

Figure 4.4.3.5
45

Analysis

The Figure above presents the percentage of the respondents that wants
to indorse the innovative Wheel Deal Machine and it come up that majority wants
to indorse the device.
46

CHAPTER V

Summary of Findings, Conclusions and Recommendations

This chapter presents a summary of the study. The findings, conclusion


and recommendation were made on the analyses and interpretation of result of
the research.

Summary of Findings

Specifically, it sought to answer the following questions:

1. What is the profile of the respondents in terms of:

1.1 Age 1.4 Civil Status

1.2 Gender 1.5 Work

1.3 Educational Background

2. What are the benefits of the Wheel Deal Machine?

3. What are the perceptions of the respondents to innovated Wheel Deal


Machine?
47

Findings

1.

1.1 Most of the respondents aged 18-25 years old comprising 94% of the
number of the respondents.
1.2 Most of the available respondents are male, comprising the 95% of the
whole number of respondents.
1.3 Majority of the respondents are college, comprising 97% of the
number of respondents.
1.4 Majority of the respondents are single, comprising 89% of the
respondents.
1.5 95% of the respondents are students.

2.

2.1 Half of the respondents are aware about arcade and redemption
games, comprising about 48.25% of the respondents.

2.2 28.95% of the respondents often visit arcade shops.

2.3 Comprising 78.65% of the respondents plays video game as their


favorite game to play at arcade shops.

3.

3.1 72.37% of the respondents agreed that arcade games are beneficial
to play and beneficial for the study.

3.2 64.47% of the respondents agreed that it would be more beneficial to


innovate the machine with automatic prize dispenser.

3.3 73.68% of the respondents agreed that playing games reduces stress.
48

Conclusion

1. Single male college students, aged 18-25 years old are the most
available respondents during the study. Therefore, most of the male
are inclined in playing games.

2. Most of the respondents play videos game as their favorite game to


play at arcade shops. Half of the respondents are aware about arcade
and redemption games. And minority of the respondents often visit
arcade shops.

3. Most of the respondents agreed that arcade and redemption games


are beneficial to play and it would be more efficient to innovate the
machine with automatic prize dispenser.
4. Most of the respondents agreed that playing games actually reduces
stress. Hence, playing arcade games or redemption games can bring
fun.
6

Recommendation

1. The future researchers recommend enhancing the project design.

The future researchers recommend using arduino or any other


programmable timing devices to make the prize dispenser precise.

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