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dc.contributor.authorDe La Torre Rodriguez, Alejandra Lucia
dc.date.accessioned2024-01-03T04:17:49Z
dc.date.available2024-01-03T04:17:49Z
dc.date.issued2023-12-02es_MX
dc.identifier.isbn978-3-031-31360-8es_MX
dc.identifier.isbn978-3-031-31362-2es_MX
dc.identifier.isbn978-3-031-31359-2es_MX
dc.identifier.urihttp://cathi.uacj.mx/20.500.11961/26660
dc.description.abstractThere is no denying that in our digital culture, prosumers have an impact on brand positioning and purchase decisions with their audience. However, the actions and discourse of the prosumers can also exert other types of motivation in the academic field. Thus, we wanted to assess if the YouTube prosumer movement has had any impact in the desire of digital design students towards video game development. In this chapter we first introduce the concept of motivation, the different types, and how it relates to the design process. Though motivation theory is not the focus of the research, it is relevant to better understand what the driving force behind the students’ video game projects proposals is. Through the literature review we explore the work of authors on the topic of impact on motivation prosumers have had on students. Finally, we present the results of two surveys conducted amongst students of the Digital Design for Interactive Media (DDIM) undergraduate program. Subjects had to have some video game and Virtual Reality (VR) design and development experience to participate in this research. The first survey laid foundation about students’ motivation in relation to YouTube prosumers. Second survey focused on finding if the opinion of prosumers regarding VR, motivated the students in pursuing school projects that use this technology. Both questionnaires were based on a fivepoint Likert scale and dichotomous questions. The information gathered, allowed a better understanding of the context of video games and VR from the perspective of YouTube content creators. In addition, the influence they have on DDIM students.es_MX
dc.description.urihttps://link.springer.com/book/10.1007/978-3-031-31360-8es_MX
dc.language.isoen_USes_MX
dc.publisherSpringer Nature Switzerland AGes_MX
dc.relation.ispartofProducto de investigación IADAes_MX
dc.relation.ispartofInstituto de Arquitectura Diseño y Artees_MX
dc.rightsAtribución-NoComercial-SinDerivadas 2.5 México*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/2.5/mx/*
dc.subjectProsumeres_MX
dc.subjectDigital designes_MX
dc.subjectDigital influencees_MX
dc.subjectDigital societyes_MX
dc.subject.otherinfo:eu-repo/classification/cti/4es_MX
dc.titleVirtual Reality Prosumers on YouTube and Their Motivation on Digital Design Studentses_MX
dc.typeCapítulo de libroes_MX
dcterms.thumbnailhttp://ri.uacj.mx/vufind/thumbnails/rupiiada.pnges_MX
dcrupi.institutoInstituto de Arquitectura Diseño y Artees_MX
dcrupi.cosechableSies_MX
dcrupi.subtipoInvestigaciónes_MX
dcrupi.nopagina511-526es_MX
dcrupi.alcanceInternacionales_MX
dcrupi.paisSwitzerlandes_MX
dc.identifier.doihttps://doi.org/10.1007/978-3-031-31360-8es_MX
dc.contributor.coauthorBarraza Castillo, Ramon Ivan
dc.contributor.coauthorCORTES, DAVID
dc.contributor.coauthorMancillas Trejo, Tayde Edith
dc.contributor.coauthorSolis, Anahi
dcrupi.titulolibroCreating Digitally. Shifting Boundaries: Arts and Technologies—Contemporary Applications and Conceptses_MX
dcrupi.colaboracionextSwitzerlandes_MX
dcrupi.colaboracionextBrasiles_MX
dcrupi.impactosocialSi en la docencia, se puede aplicar a proyectos de investigación de posgrado con el objetivo de tener un contexto social y tecnológico de la creatividad reflejado en el Diseño.es_MX
dcrupi.vinculadoproyextnoes_MX
dcrupi.pronacesNingunoes_MX
dcrupi.vinculadoproyintnoes_MX


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