Bibliographic citations
Claros, K., (2022). La motivación de los jóvenes universitarios frente a los eSports como entretenimiento audiovisual en Lima [Trabajo de investigación, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/660991
Claros, K., La motivación de los jóvenes universitarios frente a los eSports como entretenimiento audiovisual en Lima [Trabajo de investigación]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2022. http://hdl.handle.net/10757/660991
@misc{renati/400408,
title = "La motivación de los jóvenes universitarios frente a los eSports como entretenimiento audiovisual en Lima",
author = "Claros Montero, Kleber David",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2022"
}
The research work specifies as a goal to study what is the motivation of the young university students of Metropolitan Lima in front of eSports as audiovisual entertainment. The reason for this research lies in how audiovisual entertainment is transforming and improving to offer new content and different formats, such as the use of the internet and its platforms for the transmission of electronic sporting events, in addition to the arrival of a pandemic caused that there is an increase and interest in eSports, also to understand this sector from an audiovisual approach. The motivation of university students with video games is linked to this, since it has been present for several years, which has been reinforced due to the prolonged stay at home and the use of digital platforms. Along with this, eSports or electronic sports imply positive and negative contingencies for people who observe it as entertainment in their lives. The methodology to be used in this study is an interpretive paradigm, and with it a qualitative approach, where the interview instrument will be used to collect data from the participants.
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