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Tipo de material : bachelorThesis
Título : Plan de negocios para la implementación de un salón de deportes electrónicos (Esports) bajo el uso de licencias de videojuegos de la empresa Riot Games
Autor : Anda de la Torre, Bernardo Francisco
Tutor : Torres Contreras, Diego Patricio
Palabras clave : PLANEACIÓN EMPRESARIAL;CENTROS RECREACIONALES;VIDEOJUEGOS
Fecha de publicación : 2017
Editorial : Quito: Universidad de las Américas, 2017
Citación : Anda de la Torre, B. F. (2017). Plan de negocios para la implementación de un salón de deportes electrónicos (Esports) bajo el uso de licencias de video juegos de la empresa Riot Games (Tesis de pregrado). Universidad de las Américas, Quito.
Resumen : Para comenzar, en el Ecuador, existen leyes que regulan los horarios de acceso al público, horarios laborales, sector empresarial y emprendimientos. En cuanto al entorno económico, hay un mercado de videojuegos creciente...
Descripción : First, Ecuador has regulations and laws that claim: opening hours, working hours, business sector and enterprises. Economic environment, videogames market is growing in Latin America. Next, Social environment, it exists lack participation to support the national gamers, and simultaneously gamer community is growing. Technological environment presents an advance by people that demand better internet speed connection and ICTS. Second, Porter analysis, it is identified that there are barriers and stereotypes towards gamers, which is a situation that the company wants to solve in Ecuadorian society. In the Ecuadorian market, there are companies that do not really have a similar idea as E-sports Club because these companies are focused to realize tournaments or offer individual gaming rooms. It might be possible to exist future competition related with this business idea. Then, community of gamers is constantly updated and every day it demands equipment to improve their skill and experience. Third, client analysis identifies quantitative and qualitative based on surveys, focus groups, observations and interviews with experts. Customer analysis objective was to identify the target market. Fourth, business opportunity, the acceptance of E-Sports Club is mentioned as a response to a cultural need for a long and demanding long-term market. Marketing plan supports the strategy of differentiation. On this way, the company can add value to its products and services to be perceived as unique in market. In addition, target market is identified focusing on competitive community of gamers E-Sports Club value proposal, starts by responding to an unmet need to gamer community. Fifth, marketing mix design program focuses on a specialized area of video games with gamer equipment for visualization, hosting tournaments, selling drinks, food, specialized service and complementary products. The price was established through surveys. The premises location was established in a considerable place for the company. Promotion, establishes a policy for holding events with tournaments, championships and individual games, each event requires its own display on websites and promotion. Finally, financial evaluation shows positive financial indicators, profitability and investment return.
URI : http://dspace.udla.edu.ec/handle/33000/7888
Aparece en las colecciones: Ingeniería en Negocios Internacionales

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