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Charpentier, V., Diaz, V., Muñoz, A., Shinzato, D., Torres, G. (2020). App de Entretenimiento Interactivo - LOUD [Trabajo de investigación, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/654651
Charpentier, V., Diaz, V., Muñoz, A., Shinzato, D., Torres, G. App de Entretenimiento Interactivo - LOUD [Trabajo de investigación]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2020. http://hdl.handle.net/10757/654651
@misc{renati/393738,
title = "App de Entretenimiento Interactivo - LOUD",
author = "Torres Cruz, Gabriel Omar",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2020"
}
Title: App de Entretenimiento Interactivo - LOUD
Authors(s): Charpentier Fajardo, Vivian Isabel; Diaz Encalada, Valeria Eloisa; Muñoz Alen, Andrea Lucia; Shinzato Higa, Diana Alexandra; Torres Cruz, Gabriel Omar
Advisor(s): Zavala Lúcar, Christian Enrique
Keywords: Entretenimiento interactivo; Modelo de negocio; Videollamadas; Aplicación móvil; Interactive entertainment; Business model; Video calls; Mobile app
OCDE field: http://purl.org/pe-repo/ocde/ford#5.00.00; https://purl.org/pe-repo/ocde/ford#5.02.04
Issue Date: 30-Nov-2020
Institution: Universidad Peruana de Ciencias Aplicadas (UPC)
Abstract: El presente trabajo de investigación muestra un modelo de negocio innovador y escalable, el cual consiste en una aplicación móvil de entretenimiento interactivo a través de videollamadas denominada LOUD App. Esta app posee funcionalidades diferentes a las aplicaciones convencionales que existen en el mercado, ya que cuenta con opciones como karaoke, música compartida, juegos en línea y conciertos en vivo que buscan entretener al público objetivo. El segmento de clientes al que se dirige está compuesto por personas pertenecientes al NSE A, B y C, entre los 20 y 39 años que residan en Lima y posean celulares con conexión a internet. Esta idea de negocio nació en la época de pandemia por la COVID-19 debido a que se detectó un problema referido a las limitadas opciones de entretenimiento interactivo online.
Este modelo de negocio ha sido validado en el mercado gracias a experimentos como Mockups, entrevistas, concierge de todas las funcionalidades de la app, entre otros. Asimismo, se ha elaborado la planificación y desarrollo de diversos aspectos como ventas, recursos humanos, operaciones, marketing, financiero y responsabilidad social empresarial que son requeridos para poner en marcha un negocio. En este sentido, a través de la elaboración de este proyecto, se ha podido comprobar que LOUD es un modelo de negocio rentable y que posee una ventaja competitiva diferenciadora en el mercado.
This research work shows an innovative and scalable business model, which consists of a mobile application for interactive entertainment through video calls called LOUD App. This app has different functionalities than conventional applications that exist in the market, since it has with options such as karaoke, shared music, online games and live concerts that seek to entertain the target audience. The customer segment it is aimed at is made up of people belonging to NSE A, B and C, between 20 and 39 years old who reside in Lima and have cell phones with internet connection. This business idea was born at the time of the COVID-19 pandemic because a problem was detected regarding the limited options for interactive online entertainment. This business model has been validated in the market thanks to experiments such as mockups, interviews, concierge of all the functionalities of the app, among others. Likewise, the planning and development of various aspects such as sales, human resources, operations, marketing, financial and corporate social responsibility that are required to start a business have been prepared. In this sense, through the elaboration of this project, it has been possible to verify that LOUD is a profitable business model and that it has a differentiating competitive advantage in the market.
This research work shows an innovative and scalable business model, which consists of a mobile application for interactive entertainment through video calls called LOUD App. This app has different functionalities than conventional applications that exist in the market, since it has with options such as karaoke, shared music, online games and live concerts that seek to entertain the target audience. The customer segment it is aimed at is made up of people belonging to NSE A, B and C, between 20 and 39 years old who reside in Lima and have cell phones with internet connection. This business idea was born at the time of the COVID-19 pandemic because a problem was detected regarding the limited options for interactive online entertainment. This business model has been validated in the market thanks to experiments such as mockups, interviews, concierge of all the functionalities of the app, among others. Likewise, the planning and development of various aspects such as sales, human resources, operations, marketing, financial and corporate social responsibility that are required to start a business have been prepared. In this sense, through the elaboration of this project, it has been possible to verify that LOUD is a profitable business model and that it has a differentiating competitive advantage in the market.
Link to repository: http://hdl.handle.net/10757/654651
Discipline: Administración y Negocios Internacionales
Grade or title grantor: Universidad Peruana de Ciencias Aplicadas (UPC). Facultad de Negocios
Grade or title: Bachiller en Administración y Negocios Internacionales
Register date: 24-Feb-2021
This item is licensed under a Creative Commons License