Citas bibligráficas
Maeshiro, A., Lapouble, M. (2023). Campaña Perú Jam: ¿Cómo la Marca Perú llega a los escolares por medio del videojuego? [Trabajo de suficiencia profesional, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/669800
Maeshiro, A., Lapouble, M. Campaña Perú Jam: ¿Cómo la Marca Perú llega a los escolares por medio del videojuego? [Trabajo de suficiencia profesional]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2023. http://hdl.handle.net/10757/669800
@misc{renati/408675,
title = "Campaña Perú Jam: ¿Cómo la Marca Perú llega a los escolares por medio del videojuego?",
author = "Lapouble Barrios, Maria Bethania",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2023"
}
In a globalized world, countries actively compete to stand out and attract tourism, investments, among others. In this context, many of them use the territorial marketing, which allows them to differentiate themselves through the use of a country brand. A country brand must strive to maintain its relevance and knowledge among new generations and, to achieve this, it must maintain innovative communication strategies through the use of digital media. The video game industry stands out as a means of notable growth: data from KidsCorp (as cited in Vizcaino, 2023) indicate that 56% of Peruvian children play video games with their parents. Various Peruvian brands have already capitalized on this by linking to the communities of gamers, eSports and influencers in the segment. This professional work reveals the creation process of Perú Jam, a Marca Perú campaign aimed at schoolchildren between 12 and 16 years of age. The communication objective of the campaign was to generate greater knowledge and proximity of the Peru Brand through the dissemination of tourist destinations using the creation of video games as a basis. The methodology had solid bases of strategic planning for the analysis of the segment. In addition, through the creative strategy, the concepts for the creation of the name, the communication pieces and the dynamics of the contest were obtained. This work demonstrates that brand awareness can be generated among school audiences through the use of video games.
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