Modelo Prolab: Ciberdeportes en Cineplanet: una propuesta de experiencia inmersiva y social
Date
2024-11-12
Journal Title
Journal ISSN
Volume Title
Publisher
Pontificia Universidad Católica del Perú
Abstract
En el mercado peruano de videojuegos, se registró un notable aumento en la participación de
jugadores, pasando del 9% al 16% entre 2021 y 2022, lo que junto con el incremento de
ingresos a más de US$144 millones en 2021 y una tasa de expansión anual del 10.3% en los
últimos 5 años, subraya el creciente interés en este sector. PWC proyectó además que los
ingresos podrían alcanzar US$278 millones para 2026. A pesar de este notable crecimiento,
el sector enfrenta desafíos importantes, incluyendo la carencia de infraestructura tecnológica
adecuada, la falta de espacios físicos y virtuales dedicados, y la demanda insatisfecha de
experiencias innovadoras de las comunidades de videojugadores. Esta situación revela áreas
de oportunidad en un mercado aún en desarrollo. Para enfrentar estos retos, se implementó un
proceso de pensamiento de diseño (design thinking) enfocado en las necesidades y
preferencias de los usuarios, transformándolas en criterios concretos para la ideación. Este
enfoque generó soluciones innovadoras y viables que, a través de sucesivas iteraciones y el
desarrollo de prototipos, culminaron en un producto mínimo viable tanto deseable como
sostenible el cual consiste en un servicio de entretenimiento distintivo que es la transmisión
en directo de torneos de ciberdeportes y la práctica videojuegos en pantallas de cine,
proporcionando una experiencia inmersiva y fomentando la interacción social, contribuyendo
así al fortalecimiento de las comunidades de videojugadores en el Perú. Este estudio concluye
que la solución propuesta, con una proyección a 5 años, no solo es viable, demostrado por un
VANE y VANF de S/4’093,488 y S/3’910,953, respectivamente, sino también escalable y
socialmente relevante con un VANS de S/3’578,655. Además, el proyecto está alineado con
diversos Objetivos de Desarrollo Sostenible (ODS): el ODS 8-Trabajo decente y crecimiento
económico, a través de la generación de nuevos empleos especializados; el ODS 3-Salud y
bienestar, mediante el fomento de un estilo de vida equilibrado y; por último, el ODS 11-
Ciudades y comunidades sostenibles, ofreciendo espacios de entretenimiento accesibles y
seguros que promueven la inclusión y la socialización.
In the Peruvian video game market, a notable increase in player participation was recorded, going from 9% to 16% between 2021 and 2022, which together with the increase in revenue to more than US$144 million in 2021 and a rate of annual expansion of 10.3% in the last 5 years, underlines the growing interest in this sector. PWC further projected that revenue could reach US$278 million by 2026. Despite this notable growth, the sector faces significant challenges, including a lack of adequate technological infrastructure, a lack of dedicated physical and virtual spaces, and unmet demand for experiences. innovations from the gaming communities. This situation reveals areas of opportunity in a market that is still developing. To face these challenges, a design thinking process was implemented focused on the needs and preferences of users, transforming them into concrete criteria for ideation. This approach generated innovative and viable solutions that, through successive iterations and the development of prototypes, culminated in a minimum viable product, both desirable and sustainable, which consists of a distinctive entertainment service that is the live broadcast of cybersports tournaments and the practice of video games on movie screens, providing an immersive experience and promoting social interaction, thus contributing to the strengthening of video gamer communities in Peru. This study concludes that the proposed solution, with a 5-year projection, is not only viable, demonstrated by a VANE and VANF of S/4,093,488 and S/3,910,953, respectively, but also scalable and socially relevant with a VANS of S/3’578,655. In addition, the project is aligned with various Sustainable Development Goals (SDGs): SDG 8-Decent work and economic growth, through the generation of new specialized jobs; SDG 3-Health and well-being, by promoting a balanced lifestyle and; finally, SDG 11-Sustainable cities and communities, offering accessible and safe entertainment spaces that promote inclusion and socialization.
In the Peruvian video game market, a notable increase in player participation was recorded, going from 9% to 16% between 2021 and 2022, which together with the increase in revenue to more than US$144 million in 2021 and a rate of annual expansion of 10.3% in the last 5 years, underlines the growing interest in this sector. PWC further projected that revenue could reach US$278 million by 2026. Despite this notable growth, the sector faces significant challenges, including a lack of adequate technological infrastructure, a lack of dedicated physical and virtual spaces, and unmet demand for experiences. innovations from the gaming communities. This situation reveals areas of opportunity in a market that is still developing. To face these challenges, a design thinking process was implemented focused on the needs and preferences of users, transforming them into concrete criteria for ideation. This approach generated innovative and viable solutions that, through successive iterations and the development of prototypes, culminated in a minimum viable product, both desirable and sustainable, which consists of a distinctive entertainment service that is the live broadcast of cybersports tournaments and the practice of video games on movie screens, providing an immersive experience and promoting social interaction, thus contributing to the strengthening of video gamer communities in Peru. This study concludes that the proposed solution, with a 5-year projection, is not only viable, demonstrated by a VANE and VANF of S/4,093,488 and S/3,910,953, respectively, but also scalable and socially relevant with a VANS of S/3’578,655. In addition, the project is aligned with various Sustainable Development Goals (SDGs): SDG 8-Decent work and economic growth, through the generation of new specialized jobs; SDG 3-Health and well-being, by promoting a balanced lifestyle and; finally, SDG 11-Sustainable cities and communities, offering accessible and safe entertainment spaces that promote inclusion and socialization.
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Keywords
Videojuegos--Aspectos culturales--Perú, Aplicaciones--Dispositivos móviles
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