Thesis investigación de los elementos que más impactan la viralización y venta de videojuegos mediante plataformas de streaming y mejora de una demo de videojuego en base a dicha investigación
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Date
2025-08-04
Authors
Journal Title
Journal ISSN
Volume Title
Program
Ingeniería Civil Informática
Departament
Campus
Campus Casa Central Valparaíso
Abstract
Desarrollando el videojuego "Arm Around!" nació un interés por considerar su "consumo de segunda mano'' mediante plataformas de streaming de contenido generado por usuarios. Sin embargo, existe poca información sobre buenas prácticas de diseño de videojuegos orientadas específicamente al streaming. Esta memoria explora el impacto de prácticas, patrones y elementos de diseño en la viralización y ventas de videojuegos. Se propusieron dieciséis aspectos investigando fuentes académicas y de la industria, evaluándolos mediante el análisis de casos exitosos y fallidos, y aplicando los más relevantes a "Arm Around!". Realizando entrevistas a diseñadores de videojuegos, streamers y desarrolladores del equipo (n=10), todos los cambios fueron considerados positivos, lo que podría indicar un impacto positivo en la capacidad de viralización y ventas del videojuego.
While developing the video game “Arm Around!”, interest arose in considering its "second-hand consumption" through user-generated content streaming platforms. However, there is little information on best practices for video game design specifically aimed at streaming. The work presented in this document explores the impact of design practices, patterns, and elements on the virality and sales of video games. Sixteen aspects were proposed based on research on academic and industry sources, which were then evaluated through the analysis of successful and failed cases, to then apply the most relevant aspects to “Arm Around!”. Through interviews with video game designers, streamers, and members of the development team (n=10), all changes were considered positive, which could indicate a positive impact on the game's potential for virality and sales.
While developing the video game “Arm Around!”, interest arose in considering its "second-hand consumption" through user-generated content streaming platforms. However, there is little information on best practices for video game design specifically aimed at streaming. The work presented in this document explores the impact of design practices, patterns, and elements on the virality and sales of video games. Sixteen aspects were proposed based on research on academic and industry sources, which were then evaluated through the analysis of successful and failed cases, to then apply the most relevant aspects to “Arm Around!”. Through interviews with video game designers, streamers, and members of the development team (n=10), all changes were considered positive, which could indicate a positive impact on the game's potential for virality and sales.
Description
Keywords
Videojuegos, Plataformas de streaming, Viralización, Patrones de diseño, Mejores prácticas, Diseño de videojuegos, Contenido generado por usuarios