Análisis del compromiso del cliente en juegos virtuales de estrategia en tiempo real: una aproximación desde Rise of Kingdoms
| dc.contributor.advisor | Duque Oliva, Edison Jair | spa |
| dc.contributor.author | Díaz González, Diana Alejandra | spa |
| dc.contributor.researchgroup | Griego (Grupo Investigación en Gestión y Organizaciones) | spa |
| dc.date.accessioned | 2022-08-19T01:47:11Z | |
| dc.date.available | 2022-08-19T01:47:11Z | |
| dc.date.issued | 2022-04-18 | |
| dc.description | ilustraciones, gráficas, tablas | spa |
| dc.description.abstract | Esta investigación tiene por objeto analizar los factores que determinan el compromiso del cliente en videojuegos de estrategia en tiempo real multijugador masivos en línea como Rise of Kingdoms, a partir de una revisión de literatura sobre el compromiso del cliente, identificando sus dimensiones y antecedentes, la aplicación empírica de un modelo de encuesta a 117 jugadores que examina por qué estos participan activamente en juegos en línea y cómo dicha participación puede contribuir a las ventas y a la cocreación de valor. El paradigma de investigación es mixto, con un enfoque socio-crítico de corte transversal. Los datos se procesaron mediante la Regresión de mínimos cuadrados parciales (PLS), utilizando SmartPLS. Los resultados permiten evidenciar el efecto del compromiso psicológico del cliente en el compromiso comportamental, incentivando el gasto de los jugadores en juegos virtuales de estrategia en tiempo real. Se espera que los hallazgos de este estudio proporcionen sugerencias para los desarrolladores de juegos sobre la promoción de las ventas de bienes digitales. (Texto tomado de la fuente). | spa |
| dc.description.abstract | This research aims to analyze the factors that determine customer engagement in massively multiplayer online real-time strategy video games such as Rise of Kingdoms, based on a literature review on customer engagement, identifying its dimensions and antecedents, and the empirical application of a survey model to 117 players that examines why players actively participate in online games and how such participation can contribute to sales and the value cocreation. The research paradigm is mixed, with a cross-sectional socio-critical approach. The data was processed applying the Partial Least Squares Model (PLS), using SmartPLS. The results show the effect of the customer psychological engagement in behavioral engagement, encouraging players to spend on virtual real-time strategy games. The findings of this study are expected to provide pointers for game developers on promoting sales of digital goods. | eng |
| dc.description.degreelevel | Maestría | spa |
| dc.description.degreename | Magíster en Administración | spa |
| dc.description.notes | Incluye anexos | spa |
| dc.description.researcharea | Gestión de mercados | spa |
| dc.format.extent | xvii, 77 páginas | spa |
| dc.format.mimetype | application/pdf | spa |
| dc.identifier.instname | Universidad Nacional de Colombia | spa |
| dc.identifier.reponame | Repositorio Institucional Universidad Nacional de Colombia | spa |
| dc.identifier.repourl | https://repositorio.unal.edu.co/ | spa |
| dc.identifier.uri | https://repositorio.unal.edu.co/handle/unal/81972 | |
| dc.language.iso | spa | spa |
| dc.publisher | Universidad Nacional de Colombia | spa |
| dc.publisher.branch | Universidad Nacional de Colombia - Sede Bogotá | spa |
| dc.publisher.department | Escuela de Administración y Contaduría Pública | spa |
| dc.publisher.faculty | Facultad de Ciencias Económicas | spa |
| dc.publisher.place | Bogotá, Colombia | spa |
| dc.publisher.program | Bogotá - Ciencias Económicas - Maestría en Administración | spa |
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| dc.rights.accessrights | info:eu-repo/semantics/openAccess | spa |
| dc.rights.license | Reconocimiento 4.0 Internacional | spa |
| dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | spa |
| dc.subject.ddc | 380 - Comercio , comunicaciones, transporte::381 - Comercio interno (Comercio doméstico) | spa |
| dc.subject.lemb | Consumer loyalty | eng |
| dc.subject.lemb | Lealtad del consumidor | spa |
| dc.subject.lemb | Internet games | eng |
| dc.subject.lemb | Juegos por internet | spa |
| dc.subject.lemb | Consumer satisfaction | eng |
| dc.subject.lemb | Satisfacción del consumidor | spa |
| dc.subject.proposal | Compromiso del cliente | spa |
| dc.subject.proposal | Ventas en línea | spa |
| dc.subject.proposal | Mundo virtual | spa |
| dc.subject.proposal | Juegos en línea | spa |
| dc.subject.proposal | Satisfacción del cliente | spa |
| dc.subject.proposal | Cocreación de valor | spa |
| dc.subject.proposal | Customer engagement | eng |
| dc.subject.proposal | Online sales | eng |
| dc.subject.proposal | Virtual world | eng |
| dc.subject.proposal | Online games | eng |
| dc.subject.proposal | Customer satisfaction | eng |
| dc.subject.proposal | Value cocreation | eng |
| dc.title | Análisis del compromiso del cliente en juegos virtuales de estrategia en tiempo real: una aproximación desde Rise of Kingdoms | spa |
| dc.title.translated | Analysis of customer engagement in virtual real-time strategy games: an approach from Rise of Kingdoms | eng |
| dc.type | Trabajo de grado - Maestría | spa |
| dc.type.coar | http://purl.org/coar/resource_type/c_bdcc | spa |
| dc.type.coarversion | http://purl.org/coar/version/c_ab4af688f83e57aa | spa |
| dc.type.content | Text | spa |
| dc.type.driver | info:eu-repo/semantics/masterThesis | spa |
| dc.type.redcol | http://purl.org/redcol/resource_type/TM | spa |
| dc.type.version | info:eu-repo/semantics/acceptedVersion | spa |
| dcterms.audience.professionaldevelopment | Administradores | spa |
| dcterms.audience.professionaldevelopment | Estudiantes | spa |
| dcterms.audience.professionaldevelopment | Investigadores | spa |
| dcterms.audience.professionaldevelopment | Maestros | spa |
| dcterms.audience.professionaldevelopment | Medios de comunicación | spa |
| dcterms.audience.professionaldevelopment | Público general | spa |
| oaire.accessrights | http://purl.org/coar/access_right/c_abf2 | spa |
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