Citas bibligráficas
Hart, A., (2021). El videojuego Cyberpunk 2077 como herramienta para motivar la compra de los jóvenes limeños [Tesis, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/659011
Hart, A., El videojuego Cyberpunk 2077 como herramienta para motivar la compra de los jóvenes limeños [Tesis]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2021. http://hdl.handle.net/10757/659011
@misc{sunedu/4387455,
title = "El videojuego Cyberpunk 2077 como herramienta para motivar la compra de los jóvenes limeños",
author = "Hart Ponce, Agnes Ximena",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2021"
}
Videogames are an interesting subject of study because the market is quite large and draws the attention of thousands of people a year, which is why they are used as an object of study for various fields. The purpose of this study is to use the Cyberpunk 2077 video game to analyze how Storytelling in the advertising trailer causes an influence on gamers consumers and leads them to generate purchase motivation. This research develops the interpretive paradigm with a qualitative methodology. The design is of a narrative biographical nature in which, with the convenience sampling technique, men and women between 18 and 24 years of age who are considered regular-gamers are chosen to take part in semi-structured interviews in order to collect information necessary for the study. The results found in the study suggest that the Storytelling of the trailer is important for the gamer consumer, however it is not the source of final decision, since they resort to reviews and videos about the product. So we can conclude that the gamer is one of those who prefers to investigate in depth the aspects of the video game, since it involves an investment of money and time; something that regular-gamers keep in mind before making a decision.
Este ítem está sujeto a una licencia Creative Commons Licencia Creative Commons