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Casanova, A., León, A., Mosqueira, C., Pflucker, E. (2019). Video Games Xchange [Trabajo de investigación, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/626325
Casanova, A., León, A., Mosqueira, C., Pflucker, E. Video Games Xchange [Trabajo de investigación]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2019. http://hdl.handle.net/10757/626325
@misc{renati/368935,
title = "Video Games Xchange",
author = "Pflucker Canales, Erick Dyan",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2019"
}
Título: Video Games Xchange
Autor(es): Casanova Vilela, Alexis Agustin; León Márquez, Alex Javier; Mosqueira Infante, Cynthia Bertila; Pflucker Canales, Erick Dyan
Asesor(es): Morales Guzmán Barrón, Alex Nicolás
Palabras clave: Juegos de video; Diseño de páginas web; Intercambio electrónico de datos; Administración de Empresas; Contabilidad
Fecha de publicación: 15-jul-2019
Institución: Universidad Peruana de Ciencias Aplicadas (UPC)
Resumen: Video Games Xchange (VGX) se crea con la finalidad de interactuar y conectar a aquellos usuarios que gustan de los videojuegos en nuestro país; ya que dicha industria en el Perú, en estos últimos años, mueve 138 millones de dólares cada año; que nos ubica en el puesto 49 a nivel mundial en este rubro.
Nuestra empresa se inicia con un estudio de mercado en los diversos sectores del país donde haya más demanda de videojuegos, y poder ver el comportamiento de los usuarios tanto en la variedad que pueda existir en nuestro mercado interior como en el exterior.
En la actualidad en el Perú el 76% de Gamers son hombres a diferencia del 24% que son mujeres, de los cuales el 32% juega en plataformas de consolas como el Play Station, XBOX, Nintendo 64, entre otros. Como dato a resaltar en Latinoamérica se genera el 3.6% del total de 137, 900 billones de dólares en el mundo por ingresos de videojuegos.
Para llevar a cabo nuestro proyecto se va requerir una inversión inicial de S/ 92,580.00, financiado un 40% de inversionistas y un 60% con el aporte los socios, que se estima recuperarlo en el tercer año de su operación.
Video Games Xchange (VGX) was created with the idea of implementing a platform that allows people, who enjoy video games in our country, to connect and interact, given that such industry (video gaming) in Peru has generated about $138 million dollars in last the year, placing Peru in 49th place worldwide in this industry. The idea of the business starts with a market study of the gaming industry in the different sectors of the Peruvian population, segregated by the different regions, given that the preferences vary based on the local culture. Furthermore, we have analyzed and compared the local and international market to fully understand and forecast the development of our gaming platform and their futures grow in the global market. Nowadays and while reviewing the statistical data, we have identified that in Peru about 76% of gamers are men and 24%, are women. Of this population, approximately 32% use video consoles such as Play Station, XBOX and Nintendo Switch. This information is key for our project since it shows that a there is a solid gaming market in Perú. For the execution our business project, we will require funds in the sum of S/92,000, part of this will be financed, with an initially structured to be 40% funded by investors and 60% with paid in capital from our shareholders. The return of the invested capital is estimated to be fulfilled in the second year of operations, as it is reflected in the cash flow of our business plan.
Video Games Xchange (VGX) was created with the idea of implementing a platform that allows people, who enjoy video games in our country, to connect and interact, given that such industry (video gaming) in Peru has generated about $138 million dollars in last the year, placing Peru in 49th place worldwide in this industry. The idea of the business starts with a market study of the gaming industry in the different sectors of the Peruvian population, segregated by the different regions, given that the preferences vary based on the local culture. Furthermore, we have analyzed and compared the local and international market to fully understand and forecast the development of our gaming platform and their futures grow in the global market. Nowadays and while reviewing the statistical data, we have identified that in Peru about 76% of gamers are men and 24%, are women. Of this population, approximately 32% use video consoles such as Play Station, XBOX and Nintendo Switch. This information is key for our project since it shows that a there is a solid gaming market in Perú. For the execution our business project, we will require funds in the sum of S/92,000, part of this will be financed, with an initially structured to be 40% funded by investors and 60% with paid in capital from our shareholders. The return of the invested capital is estimated to be fulfilled in the second year of operations, as it is reflected in the cash flow of our business plan.
Enlace al repositorio: http://hdl.handle.net/10757/626325
Disciplina académico-profesional: Administración de Empresas; Contabilidad
Institución que otorga el grado o título: Universidad Peruana de Ciencias Aplicadas (UPC). División de Estudios Profesionales para Ejecutivos (EPE)
Grado o título: Bachiller en Administración de Empresas; Bachiller en Contabilidad
Fecha de registro: 6-sep-2019
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