• Catálogo de las tendencias tecnológicas en la industria de los videojuegos

      Burga Durango, Daniel; De la cruz Porras, Anttony Smith; Ruiz Sotelo, David Tito Jordy (Universidad Peruana de Ciencias Aplicadas (UPC), 2017-07-01)
      The main goal of this project is to publish a digital catalog based on a designed taxonomy that includes the main categories, hardware and software, and a variety of devices and development tools for videogames until 2020. To fulfil the main goal, it’s necessary to study and know the game industry, its economic contribution and the impact it generates on specific publics compared to other entertainment industries, then it’s necessary to identify the most significant and recognized events like E3, GDC, and finally CES. Afterwards, we analyze and choose the most transcendental devices and tools of each event mentioned and among others, so they can be classified in different horizons, designing a taxonomy that allows to adapt to this industry. Once the taxonomy has been defined, it proceeds to apply it in different environments and success cases of videogames that allow us to validate its design, besides being presented and sentenced under a judgment of a recognized group of experts involved in this industry. Then, it proceeds to elaborate a continuity plan based on technology trends of hardware and software that the School of System and Computing Engineering has, applying them in all horizons in the proposed taxonomy, obtaining a professional portfolio of projects based on the analysis development and fulfilment of the goals of this research. Finally, the digital catalog is published on web, where everybody can get grater knowledge of all the technological trend of videogames presented under the proposed taxonomy for this industry.
      Acceso abierto
    • Catálogo de videojuegos sobre plataformas tecnológicas

      Armas Aguirre, Jimmy; Córdova Soriano, Kevin; Huerta Miranda, Alan (Universidad Peruana de Ciencias Aplicadas (UPC), 2017-03-01)
      The present thesis project consists of a proposal of video game portfolio for academic projects of Higher Education Institutions. These proposals contain the objectives, resources and costs necessary for a viable implementation on mobile technology platforms, consoles and personal computers. The portfolio is based on the analysis of the main market segments of this type of entertainment software, taking into account the preferences of platforms and games of public players at a global level. Also, physical and logical diagrams are designed to identify the resources and interaction required to implement video game proposals. The latter are selected based on the critical elements of immersive experience, use of Game Engines and gameplay. The need for the project is to promote the development of video games in Universities and Higher Institutes, according to the technological trends of the video game industry. This industry has had a growth thanks to the increase of the fields of Virtual Reality and Augmented Reality, as well as the increase of the use of videogames in an annual 40% during the years 2013 and 2016 in Peru. To this is added the increase of the national companies located in this sector, already exist 30 organizations dedicated to the development of video games and animation. In summary, the project proposes a portfolio of video games for academic purposes, as it seeks to reinforce the content of the curricula for the development of video games in Higher Education Institutions. This is a way for institutions to keep pace with the trends and development requirements that are required in modern industry.
      Acceso abierto