Bibliographic citations
Huamán, M., (2022). El videojuego como catalizador de innovación tecnológica en videojugadores universitarios que juegan de manera casual e intensiva en Lima Metropolitana [Tesis, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/659089
Huamán, M., El videojuego como catalizador de innovación tecnológica en videojugadores universitarios que juegan de manera casual e intensiva en Lima Metropolitana [Tesis]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2022. http://hdl.handle.net/10757/659089
@misc{renati/398604,
title = "El videojuego como catalizador de innovación tecnológica en videojugadores universitarios que juegan de manera casual e intensiva en Lima Metropolitana",
author = "Huamán Mamani, Melany Zarela",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2022"
}
The videogame industry has established itself as one of the most economically growing entertainment sectors. It has led to an increase in the use of electronic devices in society. Young people learn about new technologies to empower and improve in a video game. As a result, the video game industry influences a person’s habits of consumption, thinking, and behavior. The research carried out aims to determine what are the factors that influence to turn university videoplayers into catalysts of technological innovation. We have worked with a sample of young university students, between men and women, who play videogames in a casual and intensive way because they are the largest segment that consumes this type of entertainment in Peru. The research approach is qualitative because it allows to delve into the experience of both types of players in the framework of the videogame. Two focus groups were made, one for casual videoplayers and one for intensive ones, with categories related to videogames and technological adoption. The first category collects information about the frequency, knowledge, and experience that individuals have about videogames. While, the second category compiles the technological adoption, influence they exert on their social environment and type of adopter according to Everett Rogers, sociologist precursor of the theory of the diffusion of innovations. Based on the results obtained, it was determined that intensive videoplayers have greater technological knowledge, question and reflect on electronic devices unrelated to video games and influence their social environment. They are individuals prone to becoming technological innovators by the exposure they have had with the videogame industry.
This item is licensed under a Creative Commons License