Citas bibligráficas
Saravia, V., Robles, D. (2024). Variables relacionadas con la intención de jugar y de pagar en el consumidor de videojuegos en la ciudad de Lima [Tesis, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/674925
Saravia, V., Robles, D. Variables relacionadas con la intención de jugar y de pagar en el consumidor de videojuegos en la ciudad de Lima [Tesis]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2024. http://hdl.handle.net/10757/674925
@misc{renati/419723,
title = "Variables relacionadas con la intención de jugar y de pagar en el consumidor de videojuegos en la ciudad de Lima",
author = "Robles Ccahua, Diego Daniel",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2024"
}
This study focuses on exploring the connections between different variables and inclinations towards gaming and payments among young adults aged 18 to 30 in Lima Metropolitana. It adopts a quantitative and correlational approach, driven by the continuous growth of the global video game industry and its influence on marketing strategies. Among all the relationships among the studied variables, with the intention of gaming and paying, three stand out as particularly influential: enjoyment (rho=0.775, p < 0.05), challenge (rho=0.764, p < 0.05), and competition (rho=0.696, p < 0.05). These solid correlations indicate that aspects such as enjoyment, challenge, and competition play significant roles in attracting and retaining users in the video game market. Therefore, considering these variables when designing marketing strategies aimed at maximizing commercial performance in this sector could prove beneficial. Suggestions for marketing strategy within the video game industry are presented, such as promoting enjoyment, stimulating challenge, and emphasizing competition. Additionally, the importance of addressing research limitations, such as the lack of demographic diversity in the sample and the tendency towards neutral responses from respondents, is underscored. Finally, the need to maintain ongoing research and adjust strategies to address the varied preferences of players in an ever-changing market is emphasized. Overall, this study provides information that could be valuable for video game marketing
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