MAPEH 10: Digital Music, Creative Industries, and e-Sports

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This set of vocabulary flashcards covers digital music technology, different sectors of the creative industries, commercial music guidelines, and the various genres and principles of competitive e-Sports as discussed in the MAPEH 10 transcript.

Last updated 1:10 PM on 7/27/26
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23 Terms

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Karaoke

An entertainment system where singers perform songs by following lyrics on a screen while original vocals are removed.

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Videoke

A modern version of karaoke that includes video backgrounds and interactive features such as automatically scoring the singer's performance.

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Creative Services Domain

An industry involves providing creative work for clients, including advertising, marketing, R&D, and music studio services.

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Design Domain

A domain focused on planning and producing products, symbols, and systems using creativity, including arts like architecture, fashion, and stage design.

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Publishing and Printed Media Domain

The industry domain concerned with creating and distributing written and digital publications such as books, blogs, and magazines.

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Digital Music

Music created using computers, electronic instruments, music software, and digital audio equipment.

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MIDI

Standing for Musical Instrument Digital Interface, this technology allows electronic musical instruments and computers to communicate and control one another.

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Audio Engineer

A professional responsible for recording, mixing, and enhancing sound for various platforms including music recordings, films, and television.

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Commercial Music

Music created specifically to advertise products, promote services, support marketing campaigns, and earn profit.

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Last Song Syndrome (LSS)

An effect created by simple melodies in commercial music that makes them easy for consumers to remember.

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Television Commercial Duration

The standard length for television commercial music is usually 30seconds30\,\text{seconds}.

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Online Advertisement Duration

The standard length for music in online advertisements is usually 15seconds15\,\text{seconds}.

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e-Sports

Electronic Sports; a form of competitive online gaming where individuals or teams compete using video games through internet-connected devices.

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Multiplayer Online Battle Arena (MOBA)

A strategy video game genre where two teams compete on a predetermined battlefield, such as League of Legends.

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First-Person Shooter (FPS)

A video game genre focused on gun fighting and weapons, played from the player's point of view, such as Valorant or Counter-Strike.

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Fighting Games

Video games involving hand-to-hand combat between characters using movements like blocking, grappling, and chain attacks.

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Battle Royale

An online multiplayer video game combining last-man-standing gameplay with scavenging and survival elements, such as Call of Duty.

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Real-Time Strategy (RTS) Games

Strategy-based video games where battles occur simultaneously, involving resource gathering, base building, and indirect unit control.

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Entertainment Software Association (ESA)

The organization that collaborated with developers to establish the "Principles of e-Sports Engagement."

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Integrity and Fair Play

The e-Sports principle stating that cheating, hacking, or dishonest behavior damages the legitimacy and credibility of the sport.

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Respect and Diversity

The principle that encourages e-Sports community members to show courtesy toward opponents and welcomes players regardless of gender, age, race, or religion.

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Skill-Related Components in e-Sports

Physical fitness aspects developed by e-Sports, which include speed, reaction time, and eye-hand coordination.

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e-Health applications

Digital tools that can assist e-Sports players in monitoring and improving their physical fitness to compensate for long periods of sedentary play.