dc.rights.license | Reconocimiento 4.0 Internacional |
dc.contributor.advisor | Trujillo Suárez, Manuel J. |
dc.contributor.advisor | García Camargo, Jhon Alexander |
dc.contributor.author | Marín Camargo, Joshua |
dc.date.accessioned | 2025-04-22T13:12:20Z |
dc.date.available | 2025-04-22T13:12:20Z |
dc.date.issued | 2025-03-03 |
dc.identifier.uri | https://repositorio.unal.edu.co/handle/unal/88030 |
dc.description | ilustraciones, fotografías, imágenes, tablas |
dc.description.abstract | El comercio y uso de bienes virtuales cosméticos (BVC) ha aumentado en los videojuegos y en los mundos virtuales gracias a su acogida positiva por parte de los jugadores. Sin embargo, no se ha hecho un mayor esfuerzo en la academia por traducir los atributos presentes en su interacción en categorías de análisis para tener en cuenta en un proceso de diseño. De igual forma, tampoco se ha estudiado a profundidad sobre los métodos enfocados a evaluar este tipo de bienes desde el campo de la Experiencia de Usuario (UX). Desde un enfoque cualitativo, esta investigación se propuso desarrollar un proceso sistemático para la creación de una herramienta de evaluación heurística que evalúe el diseño de los BVC, desde la perspectiva del UX, a partir de los atributos presentes en su interacción con los jugadores.
Para el reconocimiento de dichos atributos, se llevó a cabo una investigación analítica-descriptiva y propositiva que utilizó el método de la revisión sistemática de la literatura y las técnicas netnográficas de la entrevista, los grupos de discusión y la observación no participante. Como resultado se identificaron 22 atributos presentes en los BVC, de los cuales 18 se adaptaron a heurísticas y permitieron ser evaluados en un proceso de diseño. Una prueba piloto indicó que la herramienta era comprensible y pertinente en 17 de las heurísticas. Se concluyó que un proceso sistemático adecuado para crear una herramienta que evalúe los BVC involucra cinco fases: una revisión sistemática, una investigación netnográfica, una evolución de atributos en categorías de análisis, una construcción de la herramienta y una prueba o validación con BVC existentes. (Texto tomado de la fuente) |
dc.description.abstract | The trade and use of cosmetic virtual goods (CVG) has increased in video games and virtual worlds thanks to their positive reception by players. Despite this growth, academic efforts to translate the attributes of CVG interactions into design analysis categories remain limited. Additionally, there is a lack of in-depth studies on evaluating CVGs within the User Experience (UX) field. From a qualitative approach, this research aimed to develop a systematic process for the creation of a heuristic evaluation tool that would evaluate the design of CVG, from the perspective of UX, based on the attributes that are present in their interaction with players.
To identify these attributes, analytical-descriptive and purposeful research was carried out using the method of systematic literature review and the netnographic techniques of interviews, focus groups, and non-participant observation. As a result, 22 attributes present in the CVGs were identified, of which 18 were adapted to heuristics and allowed to be evaluated in a design process. A pilot test indicated that the tool was comprehensible and pertinent in 17 of the heuristics. It was concluded that an adequate systematic process to create a tool to evaluate the CVGs should involve five phases: a systematic review, a netnographic investigation, an evolution of attributes in analysis categories, construction of the tool, and a test or validation with existing CVGs. |
dc.format.extent | 210 páginas |
dc.format.mimetype | application/pdf |
dc.language.iso | spa |
dc.publisher | Universidad Nacional de Colombia |
dc.rights | Derechos reservados al autor, 2025 |
dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ |
dc.subject.ddc | 770 - Fotografía, arte computacional, cinematografía::775 - Arte computacional (arte digital) |
dc.title | Proceso de evaluación heurística de la experiencia de usuario para el diseño de los bienes virtuales cosméticos |
dc.type | Trabajo de grado - Maestría |
dc.type.driver | info:eu-repo/semantics/masterThesis |
dc.type.version | info:eu-repo/semantics/acceptedVersion |
dc.publisher.program | Bogotá - Artes - Maestría en Diseño |
dc.contributor.researchgroup | Illatio Interacción Diseño Innovación |
dc.description.degreelevel | Maestría |
dc.description.degreename | Magíster en Diseño |
dc.description.methods | Este estudio fue de tipo analítico-descriptivo y propositivo, con un enfoque cualitativo y contó con cuatro fases de desarrollo. La primera fase, de tipo descriptivo, implementó una revisión sistemática de la literatura para determinar los principales atributos presentes en los BVC. La segunda fase, de tipo descriptivo y comparativo, utilizó como método de investigación la netnografía, la cual adaptó técnicas etnográficas, para analizar las percepciones, los comportamientos sociales y las interacciones que tienen los jugadores con los BVC. Para esta etapa se utilizaron las entrevistas, los grupos de discusión y las observaciones como herramientas de recolección de datos. En la tercera fase, de tipo propositivo, se formuló una serie de Heurísticas que permitió evaluar con pertinencia los atributos de los BVC, desde el UX. Por último, en la cuarta fase, de tipo exploratorio, se realizó una prueba piloto de una evaluación heurística con cuatro BVC del videojuego Fortnite y uno de un videojuego aparte. |
dc.description.researcharea | Innovación |
dc.identifier.instname | Universidad Nacional de Colombia |
dc.identifier.reponame | Repositorio Institucional Universidad Nacional de Colombia |
dc.identifier.repourl | https://repositorio.unal.edu.co/ |
dc.publisher.faculty | Facultad de Artes |
dc.publisher.place | Bogotá, Colombia |
dc.publisher.branch | Universidad Nacional de Colombia - Sede Bogotá |
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dc.rights.accessrights | info:eu-repo/semantics/openAccess |
dc.subject.proposal | Experiencia de usuario (UX) |
dc.subject.proposal | Mundos virtuales |
dc.subject.proposal | Videojuego multijugador masivo en línea (MMO) |
dc.subject.proposal | Bienes virtuales |
dc.subject.proposal | Elementos cosméticos |
dc.subject.proposal | Evaluación heurística |
dc.subject.proposal | User Experience (UX) |
dc.subject.proposal | Virtual worlds |
dc.subject.proposal | Massively multiplayer online game (MMO) |
dc.subject.proposal | Virtual goods |
dc.subject.proposal | Cosmetic items |
dc.subject.proposal | Heuristic evaluation |
dc.subject.unesco | Vídeojuego |
dc.subject.unesco | Video games |
dc.title.translated | User experience heuristic evaluation process for the design of cosmetic virtual goods |
dc.type.coar | http://purl.org/coar/resource_type/c_bdcc |
dc.type.coarversion | http://purl.org/coar/version/c_ab4af688f83e57aa |
dc.type.content | Text |
dc.type.redcol | http://purl.org/redcol/resource_type/TM |
oaire.accessrights | http://purl.org/coar/access_right/c_abf2 |
dcterms.audience.professionaldevelopment | Estudiantes |
dcterms.audience.professionaldevelopment | Investigadores |
dcterms.audience.professionaldevelopment | Público general |
dc.contributor.orcid | Marín Camargo, Joshua [0009-0009-8322-9073] |
dc.contributor.cvlac | Marín Camargo, Joshua [0002305995] |
dc.subject.wikidata | Jugador de video juegos |
dc.subject.wikidata | Gamer |
dc.subject.wikidata | video game designer |
dc.subject.wikidata | diseñador de videojuegos |