SENSORY PERCEPTION OF A SAMPLE OF GAMERS IN THE METROPOLITAN DISTRICT OF QUITO THROUGH DIGITAL PLATFORMS
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Abstract
Despite its enormous potential demonstrated worldwide, the video game industry has not been formally studied in the Metropolitan District of Quito. As a result, there is a lack of knowledge, which poses a risk for companies and investors in this field. The objective of this study was to determine the sensory perception of a sample of gamers in the Metropolitan District of Quito that was stratified by digital platforms such as Twitch, Facebook Gaming, Youtube and Instagram. Using a descriptive and probabilistic methodology with sample selection convenience, preferences and sensory stimuli were identified among consumers of entertainment and video games. Revealing a predominant positive overall experience through the Positive and Negative Experience Scale (SPANE), in addition to the intensity and frequency of specific stimuli related to video game consumption. The study showed a high incidence of males between 15 and 24 years of age, who spent more than 3 hours on recreational activities. The frequency of use of entertainment services such as tourism, streaming services, sporting events, among others, was revealed. As well as motivations for the use of video games, the most used electronic devices, the most frequented places and the emotions experienced in the face of multisensory stimuli.
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