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Castillo, E., Cuentas, C., Bustamante, R., Moreno, J., Azañero, D. (2022). Escuela de E-sports Ultimate GLCE [Trabajo de investigación, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/660692
Castillo, E., Cuentas, C., Bustamante, R., Moreno, J., Azañero, D. Escuela de E-sports Ultimate GLCE [Trabajo de investigación]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2022. http://hdl.handle.net/10757/660692
@misc{renati/400127,
title = "Escuela de E-sports Ultimate GLCE",
author = "Azañero Levano, Diego Ruben",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2022"
}
Title: Escuela de E-sports Ultimate GLCE
Authors(s): Castillo Morales, Erika Angélica Lia; Cuentas Sachay, Claudia Raquel; Bustamante Moran, Robert Alexis; Moreno Mendoza, Jose Antonio; Azañero Levano, Diego Ruben
Advisor(s): Arteaga Cueva, Javier Alcides
OCDE field: http://purl.org/pe-repo/ocde/ford#5.00.00
Issue Date: 4-Jul-2022
Institution: Universidad Peruana de Ciencias Aplicadas (UPC)
Abstract: El proyecto “ Ultimate GLCE” ha sido creado para generar exposición y aumento de nivel del número de profesionales de E-Sports en el Perú. Esta plataforma disminuiría la dificultad que tienen ciertos jóvenes para incursionar en el mundo gamer dándoles oportunidades de sobresalir en actividades de E-Sports. Por otro lado, la plataforma será un espacio donde puedan mejorar sus técnicas de juego, conociendo a una amplia comunidad donde puedan compartir conocimientos y finalmente que tengan oportunidades de mayor exposición internacional como local. Además se contó con un plan de marketing muy bien elaborado que tiene como finalidad interactuar con usuarios por medio de Facebook donde a través de diversas campañas de promoción se pudo conocer el interés de muchos jóvenes que deseaban ingresar a nuestra plataforma y acceder a los servicios que ofrece.
A lo largo de la investigación, se hizo uso de fuentes primarias y secundarias incluyendo entrevistas personales a usuarios y expertos, así también como experimentos necesarios para determinar las expectativas y necesidades de nuestro público objetivo. También se pudo validar cada cuadrante del Business Model Canvas donde se obtuvo resultados positivos puesto que se notó un gran interés de los usuarios en la adquisición de nuestro servicio.
Finalmente, se realizó el plan financiero a 3 años para conocer la viabilidad económica del proyecto. Para realizar dicho plan financiero se tomaron datos como la inversión inicial, costos, gastos mensuales, pronósticos de ventas, financiamiento, entre otros.
The "Ultimate GLCE" project has been created to generate exposure and increase the level of the number of E-Sports professionals in Peru. This platform would reduce the difficulty that certain young people have to venture into the gamer world, giving them opportunities to excel in E-Sports activities. On the other hand, the platform will be a space where they can improve their game techniques, meeting a wide community where they can share knowledge and finally have opportunities for greater international and local exposure. In addition, there was a well- prepared marketing plan whose purpose is to interact with users through Facebook where, through various promotional campaigns, the interest of many young people who wanted to enter our platform and access the services that we offered was revealed. Throughout the investigation, primary and secondary sources were used, including personal interviews with users and experts, as well as necessary experiments to determine the expectations and needs of our target audience. It was also possible to validate each quadrant of the Business Model Canvas where positive results were obtained since a great interest of the users in the acquisition of our service was noted. Finally, the 3-year financial plan was carried out to determine the economic viability of the project. To carry out said financial plan, data such as the initial investment, costs, monthly expenses, sales forecasts, financing, among others, were taken.
The "Ultimate GLCE" project has been created to generate exposure and increase the level of the number of E-Sports professionals in Peru. This platform would reduce the difficulty that certain young people have to venture into the gamer world, giving them opportunities to excel in E-Sports activities. On the other hand, the platform will be a space where they can improve their game techniques, meeting a wide community where they can share knowledge and finally have opportunities for greater international and local exposure. In addition, there was a well- prepared marketing plan whose purpose is to interact with users through Facebook where, through various promotional campaigns, the interest of many young people who wanted to enter our platform and access the services that we offered was revealed. Throughout the investigation, primary and secondary sources were used, including personal interviews with users and experts, as well as necessary experiments to determine the expectations and needs of our target audience. It was also possible to validate each quadrant of the Business Model Canvas where positive results were obtained since a great interest of the users in the acquisition of our service was noted. Finally, the 3-year financial plan was carried out to determine the economic viability of the project. To carry out said financial plan, data such as the initial investment, costs, monthly expenses, sales forecasts, financing, among others, were taken.
Link to repository: http://hdl.handle.net/10757/660692
Discipline: Administración y Negocios del Deporte; 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 del Deporte; Bachiller en Administración y Negocios Internacionales
Register date: 19-Aug-2022
This item is licensed under a Creative Commons License