DESIGN AND IMPLEMENTATION OF A SOFTWARE BASED TRIVIA QUIZ GAME

ATTENTION:

BEFORE YOU READ THE ABSTRACT OR CHAPTER ONE OF THE PROJECT TOPIC BELOW, PLEASE READ THE INFORMATION BELOW.THANK YOU!

INFORMATION:

YOU CAN GET THE COMPLETE PROJECT OF THE TOPIC BELOW. THE FULL PROJECT COSTS N5,000 ONLY. THE FULL INFORMATION ON HOW TO PAY AND GET THE COMPLETE PROJECT IS AT THE BOTTOM OF THIS PAGE. OR YOU CAN CALL: 08068231953, 08168759420

WHATSAPP US ON  08137701720

DESIGN AND IMPLEMENTATION OF A SOFTWARE BASED TRIVIA QUIZ GAME

TABLE OF CONENT

Title page

Approval page

Dedication

Acknowledgement

Table of content

Organization of work

Abstract

  1. Chapter one

1.0 Introduction

1.1 Statement of problem

1.2 Aims of objectives

1.3 Purpose of study

1.4 Significance of study

1.5 Scope of study

1.6 Limitations

1.7 Assumptions

1.8 Definition of terms

Chapter two

2.0 Literature review

Chapter three

3.0 Description and analysis

3.1 Fact finding method

3.2Organizational structure

3.3 Objectives of the existing system

3.4 Input process and output analysis

                   3.4.1 Input analysis

                   3.4.2 Processing analysis

                   3.4.3 Output analysis

3.5 Information flow diagram

3.6 Problem of existing system

3.7 Justification of the new system

Chapter four

4.0 Design of the new system

4.1 Design standards

4.2 Output specification and design

4.3 Input specification and design

4.4 File design

4.5 Procedure chart

4.6 System flow chart

4.6 System requirement

4.6.1 Hard ware requirement

4.6.2 Software requirement

4.6.3 Operation requirement

4.6.4 Personnel requirement

Chapter five

5.0 Design standards

5.1 Program design

5.1.1 Pseudo code

5.2 The source program/ choice of language

5.3 Test run

5.4 User training

5.5 Cutover process

Chapter six

6.0 Documentation

6.1 Program documentation

6.2 User documentation

Chapter seven

7.0 Summary

7.1 Conclusion

7.2 Recommendation

APPENDIX

Source listing

List of figures

Organization of work

Chapter one: – it deals with the introduction of the project work.

Chapter two: – it deals with the review of the related literature.

Chapter three: – it deals with the description of the new system.

Chapter four: – it deals with the implementation.

Chapter five: – it deals with the documentation.

Chapter six: – it deals with the recommendations, summary and conclusion.

ABSTRACT

The first known use of the word “trivial” in English dates back to 1589, although an earlier use of “Trivia” in 1432-1450 may have some bearing on the modern use of the word. “Trivia”, in this case, was used in reference to the study of the Liberal Arts, and indicated “insignificance” in the idea that certain facts were considered to be “only of interest to graduate students.”

The study is concerned on how the researcher can develop a “Trivial Quiz” software solution for adaptation by most business organizations for use by broadcast media organizations. The numerous questions that are asked during such program and the response time and rate of transmission and reception of data were taken into consideration. The software design was implemented as a trivial quiz simulator. The results were quite impressive.

CHAPTER ONE

1.0 INTRODUCTION

The first known use of the word “trivial” in English dates back to 1589, although an earlier use of “Trivium” in 1432-1450 may have some bearing on the modern use of the word. “Trivium”, in this case, was used in reference to the study of the Liberal Arts, and indicated “insignificance” in the idea that certain facts were considered to be “only of interest to graduate students.”


The term “trivia” now represents small tidbits of knowledge that, for all intents and purposes, are insignificant to the majority of people. The first book to feature this type of trivial information was aptly titled “Trivia”. The book, published in 1966 by Dell, was written by coauthors Goodgold and Carlinsky. It’s popularity sky-rocketed, landing it a spot on the New York Times Best Sellers list. It laid the groundwork for other successful trivia related books such as “The Trivia Encyclopedia” in 1974, “The Complete Unabridged Super Trivia Encyclopedia” in 1977, and “Super Trivia, Vol. II” in 1981, all published by Fred L. Worth, a former Air Traffic Controller from Sacramento. The success of these and other trivia knowledge books, as well as trivia quiz shows such as Columbia’s University’s Trivia Contest, finally led to the release of the now famous board game, Trivial Pursuit, in the early 1980’s

Trivial Pursuit was conceived in 1979 by Scott Abbott, a sports editor for the Canadian Press, and Chris Haney, a photo editor for the Montreal Gazette. After finding the pieces of their Scrabble game missing, the two decided to create their own board game. With the help of John Haney and

 Ed Werner, they completed development of the game, which was released to the public in 1982. In the year 1984 over 20 million copies of the game Trivial Pursuit were sold in North America. Northern Plastics of Elroy, Wisconsin produced 30,000,000 games between 1983 and 1985. Three years later, 1988, the rights to the game were licensed to Parker Brothers. By the year 2004 nearly 88 million games had been sold in 26 countries and 17 languages.

The enormous success of Trivial Pursuit paved the way for the return of the television quiz show “Jeopardy”, in 1984. Jeopardy was conceived by Merv Griffin. Originally introduced as a television game show in the year 1964, many have suggested its format, in which the answer is given, and contestants must respond in the form of a question, was inspired as a result of the 1950’s “quiz show scandals.”


In 1954 television was just becoming a central figure in many American households. The $64,000 Question, Twenty-One and Beat The Clock were just a few of the quiz shows to hit the network in the mid to late 1950’s, thanks to a Supreme Court’s ruling that found that quiz shows could not be considered gambling. The enraptured American public tuned in to these and many other quiz shows, in large numbers, drawn in by the appeal of the large financial rewards for contestants who had the greatest amount knowledge and intelligence. Between 1956 and 1958, however, information began to emerge that suggested many of these popular quiz shows had been rigged. A lengthy trial of several key figures in the production of these quiz shows followed. The trials brought out evidence that proved that many of the game show winners had been furnished with answers prior to their appearance on the show. While no-one went to jail for their roles in the game show scandals, this period marked the end of the quiz show era, at least for a while.

The original release of Jeopardy in 1964 helped to bring back the quiz show, which was now being referred to as the game show. It also aided in restoring the American people’s trust in the game show industry, by taking extra steps to ensure that the show would not be rigged. Limits on

 prize money that could be won, as well as rigid guidelines for who a contestant could have contact with prior to an appearance on the show ensured that the winners on this game show would have to win fair and square. This original release ran for 11 years, before it’s cancellation in 1975. Although the show had a few brief stints over the next several years, it wasn’t brought back in full force until 1984, when Alex Trebek became its newest and most well known host. Since then Jeopardy has had a continuous run for 23 years and counting.

The American public’s fascination with trivia ranges from books to board games, from television and radio quiz shows, to popular internet sites featuring trivia quizes and games. As technology advances, so too does our desire for new and different forms of trivia games. New video games, cell phone games, and downloadable forms of trivia games hit the market every day. “Buzz-time” is featuring some of the hottest new trivia game play format around. Interactive games can be played from restaurants, bars, and other public locations. Buzz-time offers consumers of these establishments the opportunity to compete for prizes and national recognition in trivia and sports-related games. Buzz-time trivia games are also becoming available in many areas of the country on cable, digital cable, Satellite TV, Internet, and even mobile phones. With the launch of these new interactive trivia games, one can only imagine what other new developments the future will bring for trivia fans across the country.

1.1 Statement of Problem

The main Problem statement for the following research paper can be mentioned as:

What technique can be incorporated to improve the quality of the ultimate trivia game whilst reducing the amount of time spent on the selection process as well as the degree of personal preference and subjectivity in the final selection?

1.2 Aim and Objectives

The study is aimed at providing software based solution(s) to the management lapses identified with the present Wage planning system. Other objectives include:-

  1. Eliminate the prospects of error due to omission and/or commission during the game show,
  2. Reduction by more than 80% the over reliance on manual paper work and save more physical space,
  3. Increase by over 70% the system response time,
  4. Produce a real-time online reporting mechanism for the system, and
  5. Produce a framework for maintaining huge and reliable, efficient and effective as well as easy to use but highly secured database system for the agency.

1.3 Purpose of the Study

The purpose of this study is to carry out a verifiable research on the need for and importance of an information system for a trivia quiz game show with a view to recommend the most efficient, effective and reliable system or tool to achieve the above objectives. 

1.4 Significance of the study

The significance of this study is that it will provide the institute with an opportunity to introduce this new technology, which will also serve as the basis for future research into the topic.

1.5 Scope of Study

Like every research projects, this project has its scope and limits within which a verifiable, acceptable, efficient, effective, and reliable solution to the problem being investigated can be found. Therefore this research covered areas as identified and grouped into:

  1. Data capturing,
  2. Information Processing, and
  3. Reporting.

1.6 Limitations

During the research process, some difficulties and limitations where encountered. They include;

  1. High proximity to resource areas from my home,
  2. Limited time in the gathering of facts and findings,
  3. Inadequate funds,
  4. Insufficient Local literature and/or resources.

1.7 Assumptions

There are several activities that the proponents assumed in the development of the proposed system and these are the following:

  1. I assumed that all data collected are correct.
  2. Users are computer literate and internet savy.
  3. No major changes in the school policies regarding the procedure on information exchange will take place during the course of the study.
  4. The institution is willing to cooperate with the system requirements needed by the proponents.
  5. The institution is very much willing to adopt the proposed system.

1.8 Definition of Term

  1. Algorithm: – a step by step diagrammatical representation of program.
  2. Automation: – this is the use of machine to do work that was previously done by people.
  3. Cryptographic:-The art of writing or solving codes.
  4. Depicts:-represent in a picture or in a word.
  5. Flowchart:-The diagrammatic representation of a program.
  6. Hard copy:-Printed version of data held in a computer.
  7. Hardware:-This is the physical part of the computer.
  8. Hypothesis: – a proposed explanation based on limited evidence used as a based for future investigation.
  9. Installation: – the process of establishing a software or hardware.
  10. Modular: – broken parts of a computer program which can be joined together.
  11. Modules: – a unit of a computer system or program that has a particular function.
  12. Program: – series of software instructions to control the operations of a computer.
  13. Programming: – the art of writing software instructions to control the operation of a computer.
  14. Pseudo code: – a program written in English like.
  15. Softcopy: – a non-printed version of data held in a computer.
  16. Software:- computer program used to operate the computer
  17. Source code: – a program written in text form that must be translated in machine code before it can be run on a computer.


HOW TO RECEIVE PROJECT MATERIAL(S)

After paying the appropriate amount (#5,000) into our bank Account below, send the following information to

08068231953 or 08168759420

(1)    Your project topics

(2)     Email Address

(3)     Payment Name

(4)    Teller Number

We will send your material(s) after we receive bank alert

BANK ACCOUNTS

Account Name: AMUTAH DANIEL CHUKWUDI

Account Number: 0046579864

Bank: GTBank.

OR

Account Name: AMUTAH DANIEL CHUKWUDI

Account Number: 3139283609

Bank: FIRST BANK

FOR MORE INFORMATION, CALL:

08068231953 or 08168759420

AFFILIATE LINKS:

myeasyproject.com.ng

easyprojectmaterials.com

easyprojectmaterials.net.ng

easyprojectsmaterials.net.ng

easyprojectsmaterial.net.ng

easyprojectmaterial.net.ng

projectmaterials.com.ng

googleprojectsng.blogspot.com

myprojectsng.blogspot.com.ng

https://projectmaterialsng.blogspot.com.ng/
https://foreasyprojectmaterials.blogspot.com.ng/
https://mypostumes.blogspot.com.ng/
https://myeasymaterials.blogspot.com.ng/
https://eazyprojectsmaterial.blogspot.com.ng/
https://easzprojectmaterial.blogspot.com.ng/

Leave a Reply

Your email address will not be published. Required fields are marked *