Tesis sobre el tema "Entretenimiento"
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Pease, García Henry. "La política como entretenimiento". Pontificia Universidad Católica del Perú, 2007. http://repositorio.pucp.edu.pe/index/handle/123456789/47345.
Texto completoGonzález, Vargas Jhon Edwin. "Centro de entretenimiento Cusco". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2013. http://hdl.handle.net/10757/273246.
Texto completoCharpentier, Fajardo Vivian Isabel, Encalada Valeria Eloisa Diaz, Alen Andrea Lucia Muñoz, Higa Diana Alexandra Shinzato y Cruz Gabriel Omar Torres. "App de Entretenimiento Interactivo - LOUD". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/654651.
Texto completoThis research work shows an innovative and scalable business model, which consists of a mobile application for interactive entertainment through video calls called LOUD App. This app has different functionalities than conventional applications that exist in the market, since it has with options such as karaoke, shared music, online games and live concerts that seek to entertain the target audience. The customer segment it is aimed at is made up of people belonging to NSE A, B and C, between 20 and 39 years old who reside in Lima and have cell phones with internet connection. This business idea was born at the time of the COVID-19 pandemic because a problem was detected regarding the limited options for interactive online entertainment. This business model has been validated in the market thanks to experiments such as mockups, interviews, concierge of all the functionalities of the app, among others. Likewise, the planning and development of various aspects such as sales, human resources, operations, marketing, financial and corporate social responsibility that are required to start a business have been prepared. In this sense, through the elaboration of this project, it has been possible to verify that LOUD is a profitable business model and that it has a differentiating competitive advantage in the market.
Trabajo de investigación
Bazorla, Trillo Victor Teodoro. "La renovación del espacio para la diversión en los centros comerciales de la provincia de Huancayo". Bachelor's thesis, Universidad Continental, 2019. http://repositorio.continental.edu.pe/handle/continental/5808.
Texto completoEspinoza, Cateriano Edgard Eduardo. "Centro de entretenimiento y difusión musical". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2015. http://hdl.handle.net/10757/600566.
Texto completoAyala, Caballa Ángel Manuel, Silva Luis Eduardo Madrid, Shimizu Fiorella Aracelli Raymondi y Atúncar Joseline Mirella Rodríguez. "Purrrfect House: Entretenimiento exclusivo para gatos". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/652812.
Texto completoPurrrfect House is a company dedicated to the sale of assembled entertainment items designed exclusively for cats that can be assembled together, since at present the spaces in the apartments and / or houses are increasingly reduced, however, they are looking for a pet for the family, in most cases they adopt a cat as it is smaller, homey and independent. Likewise, it was possible to identify the main needs and problems that need to be explored in the market regarding cats, for which there is an important niche in Metropolitan Lima, aimed at both sexes, between an age range from 18 to 55 years old, belonging NSE A and B that basically manages the internet from any device. For this reason, the undertaking to satisfy cat owners as space reduction, prices according to the market, innovative, among others, acquiring virtually without leaving their home at affordable prices and thus mentioning that the products are eco-friendly. In the first two years, two products for sale will be launched, which are Dear Bigotes, Sr. Adorable, and in the third year, another product will be increased in the market called Mr. Kawaii. Finally, a 10% annual sales growth is reflected, in which the first year is estimated with sales of both products. Therefore, there will be at the same time a flow of feedback from customers to seek and detect improvements in the service provided.
Trabajo de investigación
Schulz, Ogas Alfredo Christian. "Recintos para el entretenimiento de jóvenes". Tesis, Universidad de Chile, 2009. http://www.repositorio.uchile.cl/handle/2250/115986.
Texto completoAnccasi, Martínez Yhoni, Cornejo Luis Alfredo Lujan, Atamasi Delia Isabel Machaca y Motta David Ernesto Ramirez. "Friends Lab Centro de Entretenimiento educativo infantil". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2018. http://hdl.handle.net/10757/624800.
Texto completoThe present work develops the business project of the creation of a company that provides the children's entertainment service in the city of Metropolitan Lima. Our operations center will be located in the Jockey Plaza shopping center. Likewise, there will be a web page and pages on social networks to interact with customers. We propose to provide a service based on entertaining education, complemented by a quality customer service to ensure maximum satisfaction. For the start of operations, an investment of S / 132,093 will be needed, including both own and financed capital. The NPV will be equal to S / 61,685, which reaches an IRR of 43%, we also estimate a recovery period of the investment of 2 years and 1 month. The company Friends Lab in a long term expects to be the leader of children's entertainment in Metropolitan Lima, and in the short term, increase the amount of products and services offered in the city.
Trabajo de investigación
Antonio, Rohde Zapata Jose. "Taller De Programas De Entretenimiento-AV40-201601". Universidad Peruana de Ciencias Aplicadas (UPC), 2016. http://hdl.handle.net/10757/631898.
Texto completoAntonio, Rohde Zapata Jose, Cateriano Houghton Maurice, Cieza Guevara Sergio Alexander, Riaza Gracia Alvaro y Auza Camacho Juan Manuel. "Taller De Programas De Entretenimiento-AV40-201701". Universidad Peruana de Ciencias Aplicadas (UPC), 2017. http://hdl.handle.net/10757/631902.
Texto completoMaurice, Cateriano Houghton, Cieza Guevara Sergio Alexander, Adaniya Higa Juan Antonio, Riaza Gracia Alvaro y Auza Camacho Juan Manuel. "Taller De Programas De Entretenimiento-AV40-201801". Universidad Peruana de Ciencias Aplicadas (UPC), 2018. http://hdl.handle.net/10757/631905.
Texto completoAlexander, Cieza Guevara Sergio, Adaniya Higa Juan Antonio, Auza Camacho Juan Manuel, Vargas Durand Elias Gabriel y Reyes Sifuentes Roberto Andres. "Taller De Programas De Entretenimiento-AV40-201802". Universidad Peruana de Ciencias Aplicadas (UPC), 2018. http://hdl.handle.net/10757/631906.
Texto completoAntonio, Adaniya Higa Juan, Auza Camacho Juan Manuel, Rios Polastri Carol Janette, Vidal Paniagua Jose Fernando y Alegre Sichis Erick Gerardo. "Taller De Programas De Entretenimiento-AV40-201901". Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/631908.
Texto completoAntonio, Rohde Zapata Jose, Cueva Yauri Angello Samuel, Cateriano Houghton Maurice, Cieza Guevara Sergio Alexander y Riaza Gracia Alvaro. "Taller De Programas De Entretenimiento-AV40-201602". Universidad Peruana de Ciencias Aplicadas (UPC), 2016. http://hdl.handle.net/10757/631900.
Texto completoAlexander, Cieza Guevara Sergio y Riaza Gracia Alvaro. "Taller De Programas De Entretenimiento-AV40-201700". Universidad Peruana de Ciencias Aplicadas (UPC), 2016. http://hdl.handle.net/10757/631901.
Texto completoAntonio, Rohde Zapata Jose, Cateriano Houghton Maurice, Cieza Guevara Sergio Alexander, Adaniya Higa Juan Antonio y Riaza Gracia Alvaro. "Taller De Programas De Entretenimiento-AV40-201702". Universidad Peruana de Ciencias Aplicadas (UPC), 2017. http://hdl.handle.net/10757/631903.
Texto completoMaurice, Cateriano Houghton, Cieza Guevara Sergio Alexander, Adaniya Higa Juan Antonio y Auza Camacho Juan Manuel. "Taller De Programas De Entretenimiento-AV40-201800". Universidad Peruana de Ciencias Aplicadas (UPC), 2017. http://hdl.handle.net/10757/631904.
Texto completoMaurice, Cateriano Houghton, Cieza Guevara Sergio Alexander y Adaniya Higa Juan Antonio. "Taller De Programas De Entretenimiento-AV40-201900". Universidad Peruana de Ciencias Aplicadas (UPC), 2018. http://hdl.handle.net/10757/631907.
Texto completoEspinal, Anca Evelin Lisset y Martínez Flor de María Huisa. "Proceso de desarrollo de software de entretenimiento". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2016. http://hdl.handle.net/10757/620546.
Texto completoThe entertainment software industry is the technology industry with the greatest potential growth. It is estimated that this market will grow at an annual rate between 6.7% and 10.5%. For this reason, it is estimated that the number of active players worldwide will grow by 5.9%. Currently, the entertainment software has become important in everyday life as it is not limited to the area of games and fun, but covers fields of study, commercial, training, etc. This allows people to interact with complex processes or perceived in the real world in a friendly and easy to understand by the animated representations activities. However, it seems there are many problems at development that generate losses due to weak estimation of time and resources because the SWE development does not meet customer expectations. In this sense, the goal of this project is to propose a guide of good practices for the development of a SWE considering the competency areas defined by the IGDA (International Association of Developers of video games) and the stages of development. To achieve the purpose above, some steps will be followed. First, it will describe in detail the area of competence defined by the IGDA (International Game Developers Association), then, the detailed description of the stages of development of SWE. For each area and phase, the tasks, terms and artifacts will be defined. Subsequently, the assets that exist at every intersection between the areas and stages are identified. For each intersection identified, the inputs, outputs, tools, techniques and devices will be analyzed; to get a good practice guide for the development process of a SWE. For the development of tools, and devices, the 3E (Electronic Entertainment Expo), CES (Consumer Electronics Show) and GDC (Game Developers Conference) will be used as reference events. Using this guide, a case study of a serious game will be documented. Finally, an analysis will be performed considering the fields of study in the areas of competence of the IGDA and what colleges are currently providing.
Bravo, García Lily Nancy y Mariluz Gisella Guzmán. "Propuesta de Expansión para un Centro de Entretenimiento". Master's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/655350.
Texto completoThis document presents a project for the expansion of an entertainment center for children up to 6 years old, which is currently operating in Los Olivos district, in Lima, Peru. An entertainment center is a business model that provides recreation, entertainment, and hobby services for children. The service includes a space with a wide variety of games for motor activities. This type of service is demanded by families that look for a clean, close, safe and with a variety of entertainment options for their children. Currently, entertainment centers have been located within shopping centers as one more store offering services. Unlike the traditional entertainment center model located in shopping centers, this project evaluates the option of installing this business model outside the Shopping Centers and concludes the feasibility of doing so in four of the most populated districts of the city of Lima.
Trabajo de investigación
Alfaro, Alfaro Domingo Orlando. "Televisión salvadoreña dirigida a jóvenes: educación versus entretenimiento". Doctoral thesis, Universidad de Alicante, 2021. http://hdl.handle.net/10045/114468.
Texto completoRiofrío, Navarro Roberto. "Centro de entretenimiento de la ciudad de Piura". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2015. http://hdl.handle.net/10757/582863.
Texto completoBautista, F. Daniel y O. José Pérez. "¡SO FUN! : parque de entretenimiento infantil y familiar". Tesis, Universidad de Chile, 2015. http://repositorio.uchile.cl/handle/2250/136994.
Texto completoDaniel Bautista F. [Parte I Concentración estratégico y de mercado], José Pérez O. [Parte II Concentración Organizativo - Financiero]
Autores autorizan el acceso a texto completo de su documento
Fun se concibe como una compañía capaz de tomar ventaja y posición en una industria rentable y con potencial de expansión, a través de la entrega de servicios con estándares de clase mundial que están a la vanguardia de los requerimientos y tendencias de la entretención infantil y familiar locales y mundiales, por ende apunta a un mercado que no ha sido satisfecho completamente en la ciudad de Antofagasta, siendo una de las ciudades con alta proyección demográfica y de movimiento empresarial por el principal rubro económico. La propuesta de valor de So Fun se basa en ofrecer un modelo innovador de entretención, que si bien es conocido a nivel internacional, no ha sido aplicado a nivel local, ofreciendo una alternativa de entretención que considera la participación de la familia. La visión y misión de So Fun se focalizan en la satisfacción de usuarios y clientes, familia en general, buscando su preferencia a través de una propuesta novedosa, considerando altos niveles de calidad y seguridad en la entretención. Este documento ha sido preparado para proveer al inversionista información relevante con información sobre la compañía, tal cómo; tendencias de la industria, modelo de negocio, objetivos, proyecciones de crecimiento, requerimientos de capital, costos de arranque y análisis de la inversión. So Fun define una proyección de vida de 10 años, diferenciados en dos fases: fase I de tres años de habilitación, estabilización, posicionamiento y reconocimiento de marca, y una fase II de crecimiento, buscando alcanzar una tasa de ocupación del 60%. So Fun requerirá una inversión inicial de $ 669 Millones de pesos para la fase I, alcanzando un VAN de $ 4.614 Millones de pesos a un costo de capital de 10,1%. La TIR llega a un 65% y la inversión se recupera en 10 veces, lo que es bastante atractivo para los socios e inversionistas.
Garcia, Mayta Valeria Altagracia, Godofredo Daniel Felipe Muñoz, Zegarra Sandra Fiorella Socola y Valle César Luis Vega. "Taky karaoke: centro de entretenimiento para el adulto mayor". Bachelor's thesis, Pontificia Universidad Católica del Perú, 2016. http://tesis.pucp.edu.pe/repositorio/handle/123456789/9288.
Texto completoTrabajo de suficiencia profesional
Collantes, Maza Monica Elsa y Benavides Kathya del Pilar Mayhua. "Centro Comercial y de Entretenimiento En Playas las Rocas-Pimentel". Bachelor's thesis, Universidad Ricardo Palma, 2017. http://cybertesis.urp.edu.pe/handle/urp/852.
Texto completoQuiñones, Núñez José Antonio. "Creación de una empresa de comida para eventos y entretenimiento". Master's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2013. http://hdl.handle.net/10757/273842.
Texto completoTesis
Díaz, Amiel Priscila, Coral Jesús Flores, Castro Eduardo Huamán y Paredes José Luis Rodríguez. "Plan estratégico de CINEPERU S.A. 2015-2020". Master's thesis, Pontificia Universidad Católica del Perú, 2016. http://tesis.pucp.edu.pe/repositorio/handle/123456789/7416.
Texto completoCineperu es una empresa de entretenimiento que brinda la experiencia de ir a cine, lo cual engloba una serie de procesos para brindar el mejor servicio a sus clientes. Al 2014 cuenta con un 42% del mercado posicionándose como líder en su rubro. El propósito del plan estratégico es mejorar financiera y operativamente la empresa, dándole una visión de largo plazo orientada a la expansión de sus operaciones. El estudio inicia con una visión general de la situación actual de Cineperu y su proyección al año 2020. En este primer capítulo se establece la situación general de la empresa. En el segundo capítulo se presenta la visión, misión, valores y código de ética; con los que se rige y regirá la empresa, lo cuales son la base del desarrollo del plan estratégico. En los dos siguientes capítulos, se presenta el análisis externo e interno; en el análisis externo se identificaron seis oportunidades y amenazas, del análisis interno se las áreas (a) administración y gerencia, (b) marketing y ventas, (c) operaciones y logística, (d) finanzas y contabilidad, (e) recursos humanos, (f) sistemas de información y comunicación y (g) tecnología e investigación y desarrollo se obtuvieron seis fortalezas y debilidades, que aportará a la formulación de las estrategias a implementar. En los siguientes capítulos se desarrollará el plan estratégico incorporando las distintas matrices para la formulación de las estrategias, del análisis se establecieron estrategias intensivas de penetración de mercado, desarrollo de mercado y desarrollo de producto que llevaran a Cineperu al cumplimiento de su visión para el 2020; dentro del mismo se establecieron tres objetivos de largo plazo, con una perspectiva financiera que son: (a) Aumento de las ventas, (b) aumento de la rentabilidad y (c) aumento del ROE. Finalmente la implementación de las estrategias y el cumplimiento de los objetivos de largo plazo permitirán cumplir la visión establecida para el 2020.
Cineperu is an entertainment company that provides the experience of going to the movies, which includes a series of processes to provide the best service to its customers. 2014 boasts a 42% market positioning as a leader in its field. The purpose of the strategic plan is financially and operationally improve the company, giving it a long-term vision aimed at expanding its operations. The study begins with an overview of the current situation and its projection Cineperu 2020. In this first chapter the general situation of the company is established. In the second chapter the vision, mission, values and code of ethics is presented; with which it is governed and ruled the company, which are the basis for development of the strategic plan. In the next two chapters, external and internal analysis is presented; six in the external opportunities and threats analysis, internal analysis of the areas (a) administration and management, (b) marketing and sales, (c) and logistics operations, (d) finance and accounting, were identified (e) Human resources (f) information and communication systems and (g) research and development technology and six strengths and weaknesses that contribute to the formulation of strategies to implement were obtained. In the following chapters the strategic plan was developed to reflect the different matrices for the formulation of strategies, intensive analysis of market penetration strategies, market development and product development that could lead to Cineperu to fulfill its vision for 2020 is established; within the three long-term objectives were established with a financial perspective are: (a) Increased sales, (b) increased profitability and (c) increase in ROE. Finally the implementation of the strategies and the fulfillment of the long-term objectives allow meet the established vision for 2020.
Tesis
Valladares, Miguel. "Tondero: Cómo ser la empresa de entretenimiento número uno en el Perú". Universidad Peruana de Ciencias Aplicadas (UPC), 2018. http://hdl.handle.net/10757/623725.
Texto completoBorés, Cristina. "Aspectos económicos de las tecnologías de la información, comunicación y entretenimiento". Doctoral thesis, Universitat de Girona, 2002. http://hdl.handle.net/10803/7698.
Texto completoDettleff, James A. "La cocina en la televisión: de la educación al entretenimiento cultural". La Mirada de Telemo, 2010. http://repositorio.pucp.edu.pe/index//handle/123456789/20398.
Texto completoMontalvo, Rojas Claudia Del Pilar. "MediaPark : El parque de la cultura, el entretenimiento y la tecnología". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2016. http://hdl.handle.net/10757/620838.
Texto completoMircin, Ramírez Rubén y Urquizo David Tuesta. "Proyecciones del software de entretenimiento en el Perú y el mundo". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2015. http://hdl.handle.net/10757/581946.
Texto completoEl objetivo principal de este proyecto es analizar los componentes propios del desarrollo y comercialización de videojuegos y las proyecciones del mercado de software de entretenimiento con la finalidad de identificar la brecha entre las necesidades del mercado y la oferta profesional en el Perú y el mundo. Para ello, se identifican y explican los casos de éxito en el Perú y en el mundo relacionados con el desarrollo de software de entretenimiento. Luego, se realiza un análisis del contenido curricular de las principales universidades del Perú y el mundo en desarrollo de software de entretenimiento y videojuegos, determinando los principales cursos en común que se alineen con las tendencias del mercado. Finalmente, con toda la información relevada en los puntos anteriores se analiza la proyección y tendencias de los elementos que intervienen en el mercado de software de entretenimiento a nivel nacional e internacional. El proyecto contempla una descripción general del proceso de investigación, diagramando todas las actividades involucradas. Este procedimiento es diagramado y explicado; además, para complementar la investigación, se entrevistó a las principales empresas de desarrollo de software en el Perú.
Salazar, Torres Jeremy Merzak, Chimpecam De Minetti Nathali Rosalía Davila, Murillo Carlo André Quezada, Vargas Glenda Lizet Chambi y Mazzini Andrés Eduardo Zegarra. "Aplicación móvil para búsqueda de bares, discotecas y otros establecimientos de entretenimiento". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/625542.
Texto completoThis research work was born from the premise that currently there is no service, in Peru, that allows consumers to identify the availability of various entertainment centers. Also, we are in a context in which the smartphone market has a penetration of 40% and each year it presents a more aggressive and constant evolution. For this reason, the App Fun Time was born, which will allow users to book and enjoying discounts applied in different entertainment centers, located at Lima. The business model is supported by two types of audience, available to customers. People interested in discovering what activities or entertainment centers are available near them in addition to the establishments. The mentioned system will show their offer and discounts to the users, through different advertising plans offered by the application. To carry out the business, we will need an investment of S / 240,443. It will be composed of the contribution of shareholders and a financial institution in a proportion of 80% and 20% respectively. The rate of return for investors will be of 14.11% and it is expected to recover the investment during the first year. Investment in digital and telecommunications is booming and Peru has an attractive market to exploit. Fun Time will enter the market at a key moment, in which it will not have direct competition and may cover a need that is currently not met.
Trabajo de investigación
Coronado, Morales Virginia Natali, Llano Olga Valeria Felandro, Cabrera Estefani María Medina y Doy Luis Fernando Rodriguez. "Entre brochas : propuesta de entretenimiento cultural relacionada a la pintura en lienzo". Bachelor's thesis, Pontificia Universidad Católica del Perú, 2015. http://tesis.pucp.edu.pe/repositorio/handle/123456789/8759.
Texto completoProyecto Profesional
Castillo, Núñez Sheyla, Loayza Carlos Martín Sánchez y Neira Jenny Torres. "Plan de negocios para entretenimiento a través del uso de realidad virtual". Master's thesis, Universidad del Pacífico, 2018. http://hdl.handle.net/11354/2220.
Texto completoValdivia, Sánchez Lita Rosa. "Implementación de un centro de entretenimiento cultural en la ciudad de Trujillo". Bachelor's thesis, Universidad Nacional Mayor de San Marcos, 2014. https://hdl.handle.net/20.500.12672/13917.
Texto completoTrabajo de suficiencia profesional
Aquino, Castro Donny Roberto, Villavicencio Igor Alonso Vargas, Valenzuela Mayra Karina Mendoza y Medrano Orlando Oroncoy. "Calidad en las empresas del sector de entretenimiento cines y teatros del Perú". Master's thesis, Pontificia Universidad Católica del Perú, 2016. http://hdl.handle.net/20.500.12404/14713.
Texto completoThis study seeks to identify whether companies in the entertainment industry of cinemas and theaters of Peru with a Quality Management System (QMS) have a higher level of compliance with the factors of Total Quality Management (TQM) compared to those companies without a QMS. A research methodology of quantitative approach, correlational scope and no experimental design was used for this purpose. The study also used the model of the nine factors of TQM, which was based on a questionnaire of 35 questions whose answers were rated on a Likert scale of five points (Benzaquen, 2013). The research analyzed the responses of 39 companies surveyed between the months of November 2014 and June 2015 with a sampling error of 9.7% on the basis of a population of 62 operational and running businesses. The results showed evidences that companies that make up the sample with a QMS have a higher level of compliant of TQM factors because it was found significant differences in the perception of the quality factors of companies with a QMS respect to companies without one, for eight of the nine factors of the applied model.
Tesis
Echauri, Soto Guillermo A. "La experiencia digital de socialización y entretenimiento de estudiantes universitarios internacionales en Barcelona". Doctoral thesis, Universitat Pompeu Fabra, 2020. http://hdl.handle.net/10803/668999.
Texto completoAquesta tesi doctoral aborda l'experiència digital de socialització i entreteniment, en termes de l'ús de xarxes socials i plataformes de streaming, per part d'estudiants universitaris internacionals a la ciutat de Barcelona. A través d'una fonamentació teòrica que integra propostes de disciplines com l'ecologia de mitjans o l'antropologia digital i un treball metodològic basat en tècniques etnogràfiques, la recerca ha indagat diferents aspectes associats a les pràctiques digitals d'interacció social i oci durant la temporalitat dels processos migratoris d'estudiants a Catalunya. Els resultats de la tesi permeten concloure que la mediació digital es torna imprescindible perquè els estudiants mantinguin les seves relacions personals en el lloc d'origen i consolidin aquells vincles establerts a Barcelona; també, que el seu consum de continguts per streaming no pateix cap detriment durant els seus desplaçaments transnacionals i es converteix en una de les seves principals activitats d'oci durant la seva estada a l'estranger.
Cruz, Flores Renelmo Javier. "Creación de un centro de multiservicios de entretenimiento en la provincia de Chiclayo". Bachelor's thesis, Universidad Católica Santo Toribio de Mogrovejo, 2016. http://tesis.usat.edu.pe/handle/usat/748.
Texto completoTesis
Cerna, Medina Victor Hugo, Castellano Javier Martin Garcia y Tobaru Daniel Enrique Katsuren. "Plan de marketing para un centro de entretenimiento enfocado en toda la familia". Master's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/651569.
Texto completoFunny Place will be an entertainment center, whose main point of differentiation will be its focus on making parents play together with their children. The first chapter shows three growing trends that makes us think that this can be an attractive and viable business: the necessity of parents to achieve mayor emotional connection with their kids, society's concern for the negative impact that technology can have on interpersonal relationships and the sustained growth of the entertainment industry, besides the lack of options in Lima that allow parents to play with their kids. In the next chapter we make an analysis of relevant factors. Chapter three shows the results of the market studies, which made our proposal evolve from one based on minigolf to one with a more complete experience seeking to increase family connection. Chapter four describes the marketing plan with base in the 4P'S and in the Model Business Canvas where we explain how our model business will be and what will the key resources. Finally, in chapter five we make a financial analysis that show that the business is feasible and profitable. Using conservative numbers, we obtain utilities since the first year, the recuperation period of the investment is within the third year, as well as the NPV as the IIR they are made attractive as of the end of the third year, increasing considerably year by year.
Trabajo de investigación
Danieli, Franco Mariglia y Silvera Isabel Franchesca Dueñas. "Plan de negocio : GGaming eSports Center". Bachelor's thesis, Pontificia Universidad Católica del Perú, 2016. http://tesis.pucp.edu.pe/repositorio/handle/123456789/9376.
Texto completoTrabajo de suficiencia profesional
Rivera, Guerra Cinthya Vanessa, Palacios Patricia Mirella Segil, Martinez Natalia Marielle Torres y Alvarez Mayra Alejandra Tuanama. "Mini Geeks : centro de entretenimiento educativo tecnológico para niños entre 3 y 7 años". Bachelor's thesis, Pontificia Universidad Católica del Perú, 2012. http://tesis.pucp.edu.pe/repositorio/handle/123456789/4628.
Texto completoTesis
Angulo, Alvarez Hugo Enrique y De Rivero Wolfgang Boldt. "Propuesta de una arquitectura empresarial para una empresa dedicada al rubro del entretenimiento móvil". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2018. http://hdl.handle.net/10757/625263.
Texto completoThe present work proposes the implementation of a Business Architecture for a company dedicated to the field of mobile entertainment. We will focus on the strategic process of Commercial Management developing a solution that allows the decision making and evaluation of scenarios at the time of making an investment and evaluate the best option thus ensuring the return of this. Currently, this process is done manually, investing time and resources in the evaluation of the scenarios without having the certainty of having chosen the best option on time and profitability. In the first chapter the theoretical framework will be presented, we will describe the object of study, the objectives, the benefits of the project. In the second chapter the Business Architecture proposal is developed taking as reference the TOGAF framework with the mission of developing a technological solution that is aligned and supports the strategic processes of the organization. The goals, limitations, scope, baseline analysis (AS-IS), target architecture (TO-BE) and gap analysis will be defined. In the third chapter the strengths and weaknesses will be identified, the use of the Agile Methodology and the tools to be used will be evaluated. In the fourth chapter, the proposal for a solution will be presented, in which the information presented in the previous chapters is interwoven. Finally, we will have the conclusions and recommendations, and the bibliography consulted for the preparation of this work.
Tesis
Balabarca, Mori Jackeline Ivette. "Plan de negocio para un Centro de Cuidado y Entretenimiento para Perros: “Happy Doggy”". Master's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/631697.
Texto completoThe present research work has how to develop the Business Plan for a Dog Care and Entertainment Center, which will provide its clients with various services such as Nursery, Lodging, Canine Spa, Pet Store, Pastry, Special Games, among others. This proposal is addressed to the NSE A, B and C, preferably belonging to the districts of Magdalena, Miraflores and San Isidro. An opinion poll was conducted, which validated the feasibility of the proposed business model, being attractive to more than 90% of respondents. To develop this business model, an initial investment of S/. S/.366,210.67will be required. Most of the income corresponds to the services of Nursery, Spa and Lodging. You can have a local located in the district of Magdalena, border with San Isidro, and qualified personnel in the care and attention of pets. Social networks, web platforms and mobile applications (App) will be used to develop the relationship with customers. The strategy of this plan will be based on differentiation and targeting. This center will be the first space in the country with a modern, innovative and fun environment that houses in the same place various options of services and products, within Metropolitan Lima, providing a unique experience and excellence in the quality of service. The financial analysis leads us to the conclusion that the project will have an IRR of 62% after 5 years of operations, with a positive NPV of S/.359,919.00, which makes it attractive to invest.
Trabajo de investigación
Mansilla, Flower Diana. "Relaciones entre clima de entrenamiento, compromiso organizacional y desempeño laboral en trabajadores de Hoteles Tres Estrellas Superior en la Ciudad de Cusco". Master's thesis, Tesis digitales - URP, 2006. http://cybertesis.urp.edu.pe/handle/urp/652.
Texto completoMiranda, Álvarez Yesenia. "Los eventos musicales como tendencia turístico-social en el consumo cultural, el caso del Centro Dinámico Pegaso, Toluca". Tesis de Licenciatura, Universidad Autónoma del Estado de México, 2019. http://hdl.handle.net/20.500.11799/109696.
Texto completoEl consumo de servicios de entretenimiento correspondientes a espectáculos musicales son el tema central de la tesis, de modo que para su comprensión se identifica al consumo cultural como práctica social y turística.
Talavera, Silva Santisteban Gonzalo Francisco. "Entre el entretenimiento y el autoconocimiento : raza, género y relaciones amorosas en esto es guerra". Master's thesis, Pontificia Universidad Católica del Perú, 2017. http://tesis.pucp.edu.pe/repositorio/handle/123456789/10138.
Texto completoTesis
Pérez, Pérez Kevin Jefferson y Palomino Ingrid Katherine Vargas. "Calidad de servicio en la empresa de entretenimiento Cineplanet, de la ciudad de Chiclayo, 2016". Bachelor's thesis, Universidad Católica Santo Toribio de Mogrovejo, 2017. http://tesis.usat.edu.pe/handle/usat/1476.
Texto completoTesis
Salomon, León Heydee Marylin, de Velasco Duthurburu Carlos Teodoro Vásquez, Luyo Lisbeth Consuelo Quispe y Cuadros Lissett Casas. "Proyecto empresarial de un aplicativo móvil de servicios de entretenimiento y esparcimiento social denominado Escappe". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/652959.
Texto completoThe present business plan arose out of the unmet need of the market, of not being able to find places of entertainment and social recreation both in Lima and in the provinces. Although it is true the offer of entertainment in general has grown in our country. However, lack of information and dissemination of the offer represents an opportunity to develop this business that, in addition to satisfying market demand, will cover the demand for the dissemination and enhancement of the offer. Escappe mobile application satisfies a market and unmet supply need in an innovative and profitable way for both the company and the customers. Service will be provided to companies and clients in metropolitan Lima and the aim will be to cover and connect the needs of the market in the department of Lima, offering entertainment and social recreation companies in general, a window where they offer their products and services, contributing to increased productivity and profitability. Business project aims at national and international expansion, expanding the offer to the consumer market and clients who use our digital platform. ESCAPPE expects to raise S/ 83,496.00 soles of its own capital, and to borrow S/ 55,664.00 soles as a three-year loan. This provides the least of the current financing required. ESCAPPE anticipates sales of about S/ 1'584,000.00 soles in the first year S/ 1'752,660.00 soles in the second year, and S/ 1'938,720 soles in the third year of the plan. ESCAPPE should break even by the first year of its operation as it steadily increases its sales. Profits for this time period are expected to be approximately S/ 22,826.27 soles in year 1, S/ 105,790.40 soles by year 2, and S/ 197,986.01 soles by year 3. The company does not anticipate any cash flow problems. We conclude that the cost-benefit ratio is positive.
Trabajo de investigación
Shishido, Fernandez Rosa Susana. "Nivel de la calidad de servicio de una empresa de entretenimiento, distrito de Lambayeque 2019". Bachelor's thesis, Universidad Católica Santo Toribio de Mogrovejo, 2021. http://hdl.handle.net/20.500.12423/3702.
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