6 minute read

Newfound Frontier

Kitsune | Khriz Mathew Atienza

STC’s first-ever virtual intramurals came in full swing! Online games, including chess, dama, memory games, guessing games and more, were conducted during the event. But when the phrase “virtual sports” is mentioned, what is the first thing that springs to mind?

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Personally, I anticipated wellknown mobile games, given their prevalence and accessibility among the student body.Speaking of online games, they have become a common indulgence among young people, especially during the COVID-19 pandemic, since going outside is restricted and more people are forced to rely on modern technology. Students have turned to video games as a way to unwind after a long day or week of studying and hard work.

According to Newzoo’s Consumer Insights, 74% of Filipino gamers play on their mobiles, whereas 65% play on their personal computers (PC). Both of these options, though, are remarkable and should be recognized. Each of which has its own set of advantages and disadvantages. Mobile games, for example, are lighter and consume less data than PC games. Computer games, on the other hand, offer more customization features and experiences than those played on handheld devices. Adopting these into next year’s virtual intramurals might be a haven for students who excel at gaming, giving them a platform to show their skill in the sport after a long time of negligence and denial. It would be theoretically feasible for anybody interested in hosting eSports events.

Moreover, online games have built-in automated matchmaking systems, reducing the amount of work for organizers. One can simply create a private room and invite players from each team without exiting the game. The length of each match, game mode that will be used, and personalized rules may also be altered. In addition, each game has its own score system, enabling the host to quickly determine the victor at the end of the round.

Nonetheless, there is one factor to consider, which is the amount of time for practice. Players need to play many matches to enhance their skills. Doing so, however, may take hours and could lead to detrimental consequences such as eye damage and distraction from their studies.

Online games are not all flashing lights for everyone. Many adults consider this a nuisance to the younger players’ attitudes. For example, disconnecting during a match is discouraged in several games since it is considered a rule violation. Housework and studies are neglected due to this feature.

Although the pandemic has plagued us for the past two years, students continue to find ways to loosen up and improve their gaming skills. Next year’s probable “Virtualympics” will be a perfect opportunity for the players to be recognized and to do what they enjoy, if and only if intramurals were to be held virtually next year.

But since we are enclosed in a frontier of online activities in these trying times and are less likely to recover in time for the rise of a new variant, the pros indisputably outweigh the cons of modern gaming. From its convenience to its engaging nature, this is definitely one to expect in the next iteration of online intramurals.

Letter to the Editor

Manifesting

I am a Grade 12 student, and I have been manifesting for the implementation of limited face-to-face classes, or even just activities, for the next year. Although online learning is essential to avoid a learning gap, it is still not ideal. Frankly, this is not how I imagined my years in senior high would go. All I can do is look forward to the possibility of having a face-to-face graduation and receiving our diplomas in person, on-stage. It certainly beats merely watching a livestream of the event. As such, I would like to call your attention to the students’ heed regarding the return of face-to-face classes through thoroughly safe means. The government and related institutions must work together to make this happen.

-John Michael A. Garcia

Athletes go digital in first-ever

In honor of the school’s 81st founding anniversary and the feast day of its patron saint, STC hosted its first-ever online intramurals, Virtualympics 2021, with the theme “STC@81: Soaring Higher, Thriving Deeper, Converging Stronger,” October 18–23.

Sporting Digital Makeovers

This year’s teams were based on Microsoft 365 applications to reflect the school’s use of its services in the curriculum. On the first day of Intramurals, the opening ceremony was held and made official by the ceremonial lighting of the Olympic Torch. For each succeeding day, a general assembly was conducted every morning to announce the teams’ current standings and the announcement of schedules. This year’s Intramurals is not like the other Intramurals that STC had for the past years. As Virtualympics had new and fun online games such as the Memory Game, Guessing Game, Price is Right, Name It to Win It and the live games, Family Feud and Wheel of Fortune. Board games like Chess and Dama were held online during the second day while Zoom games such as Memory Game, Price is Right and the Scavenger Hunt for the Intermediate level occurred on the third day of Virtualympics. Meanwhile, group games like Guessing Game and Name It to Win It were conducted on the fourth day and Wheel of Fortune was broadcasted live on STC’s official page on the fifth day, and Family Feud was broadcasted on the sixth day. Games were divided into four divisions: the intermediate Level, JHS 7–8 Level, JHS 9–10 Level and Senior High School.

New Games, More Fun

Out of all of the newly added games, the Memory Game and Guessing Game were new to the ears of both viewers and participants; other newlyadded games like Family Feud and Wheel of Fortune were borrowed from well-known TV game shows. In the Memory Game, participants are given a random set of picture cards by pairs. They must memorize where they are located and pair them within a time limit of one minute in the first round and two minutes in the second round, with each division receiving a different amount of cards in both rounds. On the other hand, Guessing Game is played by groups of four players each from different divisions guessing the chosen person/s through their famous quotations in the first round and through their cropped pictures in the second. The entire game contains 132 items for both rounds. Both new games were conducted through Zoom for the participants and committee members, with the audience watching the games via MS Teams; the same was done for the other games. Ms. Romela Angeli Aranas, an official for both games, shared her experience with hosting them. “The most exciting part is during the event itself, when I observe how the participants or the team help each other or make good strategies to earn a lot of points and to win,” she said.

Bagging the Gold

On October 23, the closing ceremony was held along with the announcement of winners and the retreating of flags per team. With a total of 8 bronze medals, 4 silver medals, and 9 gold medals, the Marshalling Lists (Yellow) claimed the title of overall champion. They bagged medals from various games, notably gold in the Senior High School Division of Chess, Dama, Memory Game and Price Is Right, as well as in the game of Name It to Win It in the JHS division. On the other hand, the Deciphering Delve (Red) won 1st runner up with a total of 9 bronze medals, 4 silver medals and 7 gold medals; while the Unstoppable Powerapps (Violet) won 2nd runner up with 8 bronze medals, 12 silver medals and 6 gold medals. After the celebration, the school gave students a week-long wellness break before resuming the semester.

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