International Journal of

ADVANCED AND APPLIED SCIENCES

EISSN: 2313-3724, Print ISSN: 2313-626X

Frequency: 12

line decor
  
line decor

 Volume 12, Issue 4 (April 2025), Pages: 173-183

----------------------------------------------

 Original Research Paper

Traditional Filipino games in a digital world: Cultural shifts and engagement trends

 Author(s): 

 Sherryl R. Ignacio *, Querubin A. Manumbali, Percival T. Donato

 Affiliation(s):

  Institute of Physical Education, Nueva Ecija University of Science and Technology, Cabanatuan City, Philippines

 Full text

    Full Text - PDF

 * Corresponding Author. 

   Corresponding author's ORCID profile:  https://orcid.org/0000-0001-7509-2104

 Digital Object Identifier (DOI)

  https://doi.org/10.21833/ijaas.2025.04.019

 Abstract

This study investigates the shift in recreational preferences among Filipino youth, highlighting the decline of traditional games such as patintero, luksong tinik, and tumbang preso in favor of digital entertainment. These traditional games, once central to childhood experiences, promoted social interaction, community bonding, and physical activity. However, digital entertainment now dominates, offering individual engagement and global connectivity. Using a descriptive research design, the study analyzes secondary sources and online data to identify key factors influencing this shift. Results indicate that social media usage, immersive video games, and technological advancements significantly drive the preference for digital play, with 43.34% of respondents favoring digital entertainment. The study concludes that integrating traditional games with digital features, such as augmented reality and community leaderboards, could help revive interest among tech-oriented youth while promoting cultural preservation, physical engagement, and social cohesion.

 © 2025 The Authors. Published by IASE.

 This is an open access article under the CC BY-NC-ND license ( http://creativecommons.org/licenses/by-nc-nd/4.0/).

 Keywords

 Traditional games, Digital entertainment, Filipino youth, Cultural heritage, Technological shift

 Article history

 Received 27 December 2024, Received in revised form 20 April 2025, Accepted 25 April 2025

 Acknowledgment

No Acknowledgment.

  Compliance with ethical standards

  Conflict of interest: The author(s) declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.

 Citation:

 Ignacio SR, Manumbali QA, and Donato PT (2025). Traditional Filipino games in a digital world: Cultural shifts and engagement trends. International Journal of Advanced and Applied Sciences, 12(4): 173-183

  Permanent Link to this page

 Figures

  No Figure

 Tables

  No Table

----------------------------------------------   

 References (48)

  1. Balay-As CIC, Pelila JRO, and Busbus SO (2023). Boosts and setbacks of implementing indigenous Filipino games: Perspectives from curriculum’s stakeholders. International Journal of Physical Education, Fitness and Sports, 12(3): 48-58.  https://doi.org/10.54392/ijpefs2335    [Google Scholar]
  2. Basri LO, Momo AH, Marhadi A, Rahman A, Aslim A, and Aswati A (2018). The unsustainability of Kalego traditional game among Muna community of Watopute district. Asian Social Science, 14(2): 1-12.  https://doi.org/10.5539/ass.v14n2p12    [Google Scholar]
  3. Bernhardin D (2023). Hadangan games to improve gross motor skills in elementary school children. Journal of Physical and Outdoor Education, 5(2): 10-16.  https://doi.org/10.37742/jpoe.v5i2.237    [Google Scholar]
  4. Bopp T and Stellefson M (2020). Practical and ethical considerations for schools using social media to promote physical literacy in youth. International Journal of Environmental Research and Public Health, 17(4): 1225. https://doi.org/10.3390/ijerph17041225    [Google Scholar] PMid:32074968 PMCid:PMC7068367
  5. De Lara MGO and Santos AR (2024). Service delivery and quality assurance in administrative units of higher education institutions during the pandemic. Corporate and Business Strategy Review, 5(1): 494–504.  https://doi.org/10.22495/cbsrv5i1siart22    [Google Scholar]
  6. Du Y, Grace T, Jagannath K, and Salen-Tekinbas K (2021). Connected play in virtual worlds: communication and control mechanisms in virtual worlds for children and adolescents. Multimodal Technologies and Interaction, 5(5): 27.  https://doi.org/10.3390/mti5050027    [Google Scholar]
  7. Eslit ER (2023). Resilience of Philippine folklore: An enduring heritage and legacy for the 21st century. IJELR: International Journal of Education, Language, and Religion, 5(1): 9-20.  https://doi.org/10.35308/ijelr.v5i1.7504    [Google Scholar]
  8. Estoque RC and Murayama Y (2013). Landscape pattern and ecosystem service value changes: Implications for environmental sustainability planning for the rapidly urbanizing summer capital of the Philippines. Landscape and Urban Planning, 116: 60-72.  https://doi.org/10.1016/j.landurbplan.2013.04.008    [Google Scholar]
  9. Falla M, Prior J, and Jacobs B (2022). Assessing the impact of sporting mega-events on the social and physical capital of communities in host cities: The Gold Coast 2018 commonwealth games experience. Commonwealth Journal of Local Governance, 26: 5-27.  https://doi.org/10.5130/cjlg.vi26.7683    [Google Scholar]
  10. Ferrari M, Sabetti J, McIlwaine SV, Fazeli S, Sadati SH, Shah JL, Archie S, Boydell KM, Lal S, Henderson J, and Alvarez-Jimenez M (2022). Gaming my way to recovery: A systematic scoping review of digital game interventions for young people's mental health treatment and promotion. Frontiers in Digital Health, 4: 814248.  https://doi.org/10.3389/fdgth.2022.814248    [Google Scholar] PMid:35465647 PMCid:PMC9021794
  11. Fitri M, Nur HA, and Putri W (2020). The commemoration of Independence Day: Recalling Indonesian traditional games. Frontiers in Psychology, 11: 587196.  https://doi.org/10.3389/fpsyg.2020.587196    [Google Scholar] PMid:33362653 PMCid:PMC7758227
  12. Gamit AM, Santos AR, Armas KL, and Villegas MN (2024). Implementation of ISO 9001:2015 in state universities and colleges: A quality management, organizational performance, and legal framework. Corporate Law and Governance Review, 6(4): 94–102.  https://doi.org/10.22495/clgrv6i4p9    [Google Scholar]
  13. Hall J (2016). When is social media use social interaction? Defining mediated social interaction. New Media and Society, 20(1): 162-179.  https://doi.org/10.1177/1461444816660782    [Google Scholar]
  14. Hedman E (2010). The politics of “public opinion” in the Philippines. Journal of Current Southeast Asian Affairs, 29(4): 97-118.  https://doi.org/10.1177/186810341002900405    [Google Scholar]
  15. Hibadullah C, ChePa N, Bakar N, and Hussain A (2018). The influence of rewards on perceptions, competence, and sensory and imaginative immersion of Malaysian digital traditional games. International Journal of Engineering and Technology, 7(3.20): 484-488.  https://doi.org/10.14419/ijet.v7i3.20.20594    [Google Scholar]
  16. Hutton JS, Dudley J, DeWitt T, and Horowitz-Kraus T (2022). Associations between digital media use and brain surface structural measures in preschool-aged children. Scientific Reports, 12(1): 19095.  https://doi.org/10.1038/s41598-022-20922-0    [Google Scholar] PMid:36351968 PMCid:PMC9645312
  17. Kadirvelu B, Bellido Bel T, Wu X, Burmester V, Ananth S, Cabral CC Branco B, Girela-Serrano B, Gledhill J, Di Simplicio M, Nicholls D, and Faisal AA (2023). Mindcraft, a mobile mental health monitoring platform for children and young people: Development and acceptability pilot study. JMIR Formative Research, 7: e44877.  https://doi.org/10.2196/44877    [Google Scholar] PMid:37358901 PMCid:PMC10337439
  18. Karaköse T, Yıldırım B, Tülübaş T, and Kardas A (2023). A comprehensive review on emerging trends in the dynamic evolution of digital addiction and depression. Frontiers in Psychology, 14: 1126815.  https://doi.org/10.3389/fpsyg.2023.1126815    [Google Scholar] PMid:36844332 PMCid:PMC9944096
  19. Lacson K (2023). The traditional games of Macabebe, Pampanga. International Journal of Multidisciplinary Applied Business and Education Research, 4(9): 3390-3417.  https://doi.org/10.11594/ijmaber.04.09.25    [Google Scholar]
  20. Lee N, Kim JJ, Shin YB, Eom H, Kim MK, Kyeong S, Jung YH, Min S, Kwon JH, and Kim E (2020). Choice of leisure activities by adolescents and adults with internet gaming disorder: Development and feasibility study of a virtual reality program. JMIR Serious Games, 8(4): e18473.  https://doi.org/10.2196/18473    [Google Scholar] PMid:33306033 PMCid:PMC7762687
  21. Liu F, Wang S, Yang X, Ying Q, Fu-kun Y, and Qin Y (2020). Accuracy assessment of global human settlement layer (GHSL) built-up products over China. PLOS ONE, 15(5): e0233164.  https://doi.org/10.1371/journal.pone.0233164    [Google Scholar] PMid:32469970 PMCid:PMC7259634
  22. Locsin R, Soriano G, Juntasopeepun P, Kunaviktikul W, and Evangelista L (2021). Social transformation and social isolation of older adults: Digital technologies, nursing, healthcare. Collegian Journal of the Royal College of Nursing Australia, 28(5): 551-558.  https://doi.org/10.1016/j.colegn.2021.01.005    [Google Scholar] PMid:34720647 PMCid:PMC8553218
  23. Macam S, Mack W, Palinkas L, Kipke M, and Javier J (2022). Evaluating an evidence-based parenting intervention among Filipino parents: Protocol for a pilot randomized controlled trial. JMIR Research Protocols, 11(2): e21867.  https://doi.org/10.2196/21867    [Google Scholar] PMid:35175200 PMCid:PMC8895283
  24. Munger JA, Koh I, Howard G, Howard V, Plante TB, Wilkinson K, Cushman M, and Zakai NA (2021). Television viewing, physical activity and venous thromboembolism risk: The reasons for geographic and racial differences in stroke (REGARDS) study. Journal of Thrombosis and Haemostasis, 19(9): 2199-2205.  https://doi.org/10.1111/jth.15408    [Google Scholar]   PMid:34077616
  25. Nizam DNM, Rudiyansah DN, Tuah NM, Sani ZHA, and Sungkaew K (2022). Avatar design types and user engagement in digital educational games during evaluation phase. International Journal of Electrical and Computer Engineering, 12(6): 6449-6460.  https://doi.org/10.11591/ijece.v12i6.pp6449-6460    [Google Scholar]
  26. Owens M, Ravi V, and Hunter E (2023). Digital inclusion as a lens for equitable parent engagement. TechTrends.  https://doi.org/10.1007/s11528-023-00859-5    [Google Scholar]   PMid:37362590 PMCid:PMC10239715
  27. Paquin V, Philippe F, Shannon H, Guimond S, Ouellet‐Morin I, and Geoffroy M (2023). Associations between digital media use and psychotic experiences in young adults of Quebec, Canada: A longitudinal study. Social Psychiatry and Psychiatric Epidemiology, 59(1): 65-75.  https://doi.org/10.1007/s00127-023-02537-6    [Google Scholar]   PMid:37516683
  28. Pardoel ZE, Reijneveld SA, Postma MJ, Lensink R, Koot JA, Swe KH, Van Nguyen M, Pamungkasari EP, Tenkink L, Vervoort JP, and Landsman JA (2022). A guideline for contextual adaptation of community-based health interventions. International Journal of Environmental Research and Public Health, 19(10): 5790.  https://doi.org/10.3390/ijerph19105790    [Google Scholar]   PMid:35627327 PMCid:PMC9141251
  29. Sadiku M, Shadare A, and Musa S (2017). Digital entertainment. International Journal of Advanced Research in Computer Science and Software Engineering, 7(8): 62-63.  https://doi.org/10.23956/ijarcsse.v7i8.22    [Google Scholar]
  30. Santos AR (2024). The role of digital marketing in shaping students’ attitudes towards health care professions. International Review of Management and Marketing, 14(3): 26–33.  https://doi.org/10.32479/irmm.16131    [Google Scholar]
  31. Scheer S, Baldwin T, Michaels A, Fox J, and Bloir K (2022). State assessment of demographic data and youth development to advance 4-H programs. Journal of Youth Development, 17(1): 175-189.  https://doi.org/10.5195/jyd.2022.1134    [Google Scholar]
  32. Schwarz A, Winkens LH, de Vet E, Ossendrijver D, Bouwsema K, and Simons M (2023). Design features associated with engagement in mobile health physical activity interventions among youth: Systematic review of qualitative and quantitative studies. JMIR Mhealth and Uhealth, 11: e40898.  https://doi.org/10.2196/40898    [Google Scholar]   PMid:36877551 PMCid:PMC10028523
  33. Shandilya G (2023). Exploring the impact and concerns of online gaming: A survey-based study of Dhanbad, India. International Journal for Research in Applied Science and Engineering Technology, 11(7): 574-581.  https://doi.org/10.22214/ijraset.2023.54712    [Google Scholar]
  34. Singh B, Palmer S, and Maher C (2023). Evaluation of a supportive care app for coordinating caring networks: An analysis of the first 19,000 users. Frontiers in Digital Health, 5: 1063277.  https://doi.org/10.3389/fdgth.2023.1063277    [Google Scholar]   PMid:37266027 PMCid:PMC10229897
  35. Siregar E, Gultom I, and Baiduri R (2022). Preserving traditional games of Margala through tourism Saka activities in Toba Samosir district. Indonesian Journal of Social Science Research, 3(2): 68-72.  https://doi.org/10.11594/ijssr.03.02.01    [Google Scholar]
  36. Sousa C (2023). The dark side of fun: Understanding dark patterns and literacy needs in early childhood mobile gaming. European Conference on Games Based Learning, 17(1): 599-610.  https://doi.org/10.34190/ecgbl.17.1.1656    [Google Scholar]
  37. Spinelli A (2023). Participation and digital non-formal learning environments. Research on Education and Media, 15(1): 1-8.  https://doi.org/10.2478/rem-2023-0002    [Google Scholar]
  38. Tanucan J (2023). The difficulties of teaching traditional Filipino games online. International Journal of Learning Teaching and Educational Research, 22(3): 108-127.  https://doi.org/10.26803/ijlter.22.3.7    [Google Scholar]
  39. Tezol Ö, Oflu A, Çelik M, Dinleyici M, and Yalçin S (2020). The medical school students' habits of video game playing and social media using. Turkiye Klinikleri Journal of Health Sciences, 5(2): 288-297.  https://doi.org/10.5336/healthsci.2019-70532    [Google Scholar]
  40. Trajkovik V, Malinovski T, Vasileva-Stojanovska T, and Vasileva M (2018). Traditional games in elementary school: Relationships of student’s personality traits, motivation and experience with learning outcomes. PLOS ONE, 13(8): e0202172.  https://doi.org/10.1371/journal.pone.0202172    [Google Scholar]   PMid:30125300 PMCid:PMC6101384
  41. Trepanier L, Lamoureux É, Bjornson S, Mackie C, Alberts N, and Gagnon M (2023). Smartphone apps for menstrual pain and symptom management: A scoping review. Internet Interventions, 31: 100605.  https://doi.org/10.1016/j.invent.2023.100605    [Google Scholar]   PMid:36761398 PMCid:PMC9905939
  42. Tuliao RC, Santos AR, and Ortega SA (2024). The role of mobile phones in facilitating business education during the transition to new normal learning models. International Review of Management and Marketing, 15(1): 146–158.  https://doi.org/10.32479/irmm.17556    [Google Scholar]
  43. Uygun N and Kozikoğlu İ (2019). The relationships between preschoolers’ play behaviors, social competence behaviors and their parents’ parental attitudes. International Journal of Contemporary Educational Research, 6(2): 397-408.  https://doi.org/10.33200/ijcer.605900    [Google Scholar]
  44. Vaingankar JA, Van Dam RM, Samari E, Chang S, Seow E, Chua YC, Luo N, Verma S, and Subramaniam M (2022). Social media–driven routes to positive mental health among youth: Qualitative enquiry and concept mapping study. JMIR Pediatrics and Parenting, 5(1): e32758.  https://doi.org/10.2196/32758    [Google Scholar]   PMid:35254285 PMCid:PMC8933808
  45. Valinskas S, Aleknavicius K, and Jonusas J (2022). KetoCycle mobile app for ketogenic diet: a retrospective study of weight loss and engagement. BMC Nutrition, 8(1): 40.  https://doi.org/10.1186/s40795-022-00539-2    [Google Scholar]   PMid:35501935 PMCid:PMC9063366
  46. Wilhite K, del Pozo Cruz B, Noetel M, Lonsdale C, Ridgers ND, Maher C, Bradshaw E, & Sanders T (2023). Socioeconomic position as a predictor of youth's movement trajectory profiles between ages 10 and 14 years. International Journal of Behavioral Nutrition and Physical Activity, 20(1): 88.  https://doi.org/10.1186/s12966-023-01491-5    [Google Scholar]   PMid:37481648 PMCid:PMC10363305
  47. Xu Z (2022). Age moderated relation between perceived stress and social media use. BCP Business and Management, 25: 111-118.  https://doi.org/10.54691/bcpbm.v25i.1708    [Google Scholar]
  48. Zhang H (2023). The application of artificial intelligence technology in game design. Applied and Computational Engineering, 19: 197-204.  https://doi.org/10.54254/2755-2721/19/20231032    [Google Scholar]