Proponer nuevas formas de consumo de la bebida autóctona de la ciudad de Otavalo (chicha del yamor), mediante su uso en el área de la repostería

This investigation deals with the feasibility study for the creation of a gamer-style themed restaurant, which seeks to satisfy the needs of new nascent markets thanks to technological evolution, these markets have come to be frowned upon by today's society and by therefore they cannot find the...

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Váldodahkki: Paida Flores, Luis Eduardo (author)
Materiálatiipa: bachelorThesis
Almmustuhtton: 2020
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Liŋkkat:https://repositorio.puce.edu.ec/handle/123456789/43212
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author Paida Flores, Luis Eduardo
author_facet Paida Flores, Luis Eduardo
author_role author
collection Repositorio Pontificia Universidad Católica del Ecuador
dc.contributor.none.fl_str_mv Alarcón Estévez, Pablo Oswaldo
dc.creator.none.fl_str_mv Paida Flores, Luis Eduardo
dc.date.none.fl_str_mv 2020
2024-05-08T20:21:20Z
2024-05-08T20:21:20Z
dc.format.none.fl_str_mv application/pdf
dc.identifier.none.fl_str_mv T/641.873/P1527p/2020
https://repositorio.puce.edu.ec/handle/123456789/43212
dc.language.none.fl_str_mv es
dc.publisher.none.fl_str_mv PUCE - Ibarra
dc.rights.none.fl_str_mv info:eu-repo/semantics/openAccess
dc.source.none.fl_str_mv reponame:Repositorio Pontificia Universidad Católica del Ecuador
instname:Pontificia Universidad Católica del Ecuador
instacron:PUCE
dc.subject.none.fl_str_mv gaming, cibercafé, gastronomía, factibilidad, tendencia
dc.title.none.fl_str_mv Proponer nuevas formas de consumo de la bebida autóctona de la ciudad de Otavalo (chicha del yamor), mediante su uso en el área de la repostería
dc.type.none.fl_str_mv info:eu-repo/semantics/publishedVersion
info:eu-repo/semantics/bachelorThesis
description This investigation deals with the feasibility study for the creation of a gamer-style themed restaurant, which seeks to satisfy the needs of new nascent markets thanks to technological evolution, these markets have come to be frowned upon by today's society and by therefore they cannot find their comfort place. In the 20th century era, a terminology was born that is related to the new technological trends emerging at that time, the so-called 'millennials' who are people who were born and raised in an environment of great technological use\; The “Cyber” market stands out in this segment, which are those individuals who love technology and its services, leading to the growing gamer era. The presence of the famous video games has currently made an impact in today's society, but still remains a segment that is not treated with the attention it deserves. Gastronomy, being a basic necessity in human beings, has not been able to completely satisfy the needs of the previously seen market. According to previous research, the gamer market segment has not found a suitable place, highlighting that the creation of Internet cafes was a possible solution. . For the creation of a gamer restaurant, previous methods would be needed, which would facilitate the investigation, such as the inductive-deductive method that supported with the appropriate pertinent information, the analytical-synthetic method determining objectivity and the study of the problem and the qualitative-quantitative method developing an analysis of market behavior both morally and financially. To achieve the objectivity of the methods, the use of appropriate techniques for the sector was determined, such as: surveys, interviews and observation sheets, which gave a positive result from the reception of the local assumption to the impact on the market, contributing to previous research, since information is scarce, more attention is expected to gastronomic and tourist services of this nature.
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spelling Proponer nuevas formas de consumo de la bebida autóctona de la ciudad de Otavalo (chicha del yamor), mediante su uso en el área de la reposteríaPaida Flores, Luis Eduardogaming, cibercafé, gastronomía, factibilidad, tendenciaThis investigation deals with the feasibility study for the creation of a gamer-style themed restaurant, which seeks to satisfy the needs of new nascent markets thanks to technological evolution, these markets have come to be frowned upon by today's society and by therefore they cannot find their comfort place. In the 20th century era, a terminology was born that is related to the new technological trends emerging at that time, the so-called 'millennials' who are people who were born and raised in an environment of great technological use\; The “Cyber” market stands out in this segment, which are those individuals who love technology and its services, leading to the growing gamer era. The presence of the famous video games has currently made an impact in today's society, but still remains a segment that is not treated with the attention it deserves. Gastronomy, being a basic necessity in human beings, has not been able to completely satisfy the needs of the previously seen market. According to previous research, the gamer market segment has not found a suitable place, highlighting that the creation of Internet cafes was a possible solution. . For the creation of a gamer restaurant, previous methods would be needed, which would facilitate the investigation, such as the inductive-deductive method that supported with the appropriate pertinent information, the analytical-synthetic method determining objectivity and the study of the problem and the qualitative-quantitative method developing an analysis of market behavior both morally and financially. To achieve the objectivity of the methods, the use of appropriate techniques for the sector was determined, such as: surveys, interviews and observation sheets, which gave a positive result from the reception of the local assumption to the impact on the market, contributing to previous research, since information is scarce, more attention is expected to gastronomic and tourist services of this nature.La presente investigación trata sobre el estudio de factibilidad para la creación de un restaurante temático estilo gamer, el cual busca satisfacer las necesidades de los nuevos mercados nacientes gracias a la evolución tecnológica, dichos mercados han llegado a ser mal vistos por la sociedad actual y por ende no encuentran su sitio de confort. En la Era del siglo XX nace una terminología que se relaciona con las nuevas tendencias tecnológicas salientes en ese tiempo, los llamados “millennials” que son personas que nacieron y crecieron en un entorno de gran uso tecnológico; de este segmento sobresale el mercado “Cyber”, que son aquellos individuos amantes a la tecnología y sus servicios brindados, derivando a la creciente Era gamer. La presencia de los afamados juegos de video actualmente ha causado un impacto en la sociedad actual, pero aun así sigue siendo un segmento que no es tratado con la atención que merece. La gastronomía siendo una necesidad básica en los seres humanos no ha logrado satisfacer por completo las necesidades del mercado antes visto, según investigaciones antes realizadas, el segmento de mercado gamer no ha encontrado un sitio adecuando, resaltando que la creación de cibercafés era una posible solución. Para la creación de un Restaurante gamer se necesitaría métodos previos, los cuales facilitaran la investigación como son, método inductivo-deductivo que apoyo con la debida información pertinente, método analítico-sintético determinando la objetividad y estudio de la problemática y el método cualitativo-cuantitativo desarrollando un análisis del comportamiento del mercado tanto moral como financieramente. Para alcanzar la objetividad de los métodos, se determinó el uso de técnicas apropiadas para el sector, como son: encuestas, entrevistas y fichas de observación, las cuales dieron un resultado positivo tanto desde la acogida del supuesto local hasta el impacto en el mercado, contribuyendo con investigaciones previas, ya que la información es escasa, se espera mayor atención a servicios gastronómicos y turísticos de esta índole.This investigation deals with the feasibility study for the creation of a gamer-style themed restaurant, which seeks to satisfy the needs of new nascent markets thanks to technological evolution, these markets have come to be frowned upon by today's society and by therefore they cannot find their comfort place. In the 20th century era, a terminology was born that is related to the new technological trends emerging at that time, the so-called millennials who are people who were born and raised in an environment of great technological use; The Cyber” market stands out in this segment, which are those individuals who love technology and its services, leading to the growing gamer era. The presence of the famous video games has currently made an impact in today's society, but still remains a segment that is not treated with the attention it deserves. Gastronomy, being a basic necessity in human beings, has not been able to completely satisfy the needs of the previously seen market. According to previous research, the gamer market segment has not found a suitable place, highlighting that the creation of Internet cafes was a possible solution. . For the creation of a gamer restaurant, previous methods would be needed, which would facilitate the investigation, such as the inductive-deductive method that supported with the appropriate pertinent information, the analytical-synthetic method determining objectivity and the study of the problem and the qualitative-quantitative method developing an analysis of market behavior both morally and financially. To achieve the objectivity of the methods, the use of appropriate techniques for the sector was determined, such as: surveys, interviews and observation sheets, which gave a positive result from the reception of the local assumption to the impact on the market, contributing to previous research, since information is scarce, more attention is expected to gastronomic and tourist services of this nature.PUCE - IbarraAlarcón Estévez, Pablo Oswaldo2024-05-08T20:21:20Z2024-05-08T20:21:20Z2020info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/bachelorThesisapplication/pdfT/641.873/P1527p/2020https://repositorio.puce.edu.ec/handle/123456789/43212esinfo:eu-repo/semantics/openAccessreponame:Repositorio Pontificia Universidad Católica del Ecuadorinstname:Pontificia Universidad Católica del Ecuadorinstacron:PUCE2025-06-09T21:06:34Zoai:repositorio.puce.edu.ec:123456789/43212Institucionalhttp://repositorio.puce.edu.ec/Institución privadahttps://www.puce.edu.ec/http://repositorio.puce.edu.ec/oai.Ecuador...opendoar:21802025-07-05T15:27:39.293491Repositorio Pontificia Universidad Católica del Ecuador - Pontificia Universidad Católica del Ecuadortrue
spellingShingle Proponer nuevas formas de consumo de la bebida autóctona de la ciudad de Otavalo (chicha del yamor), mediante su uso en el área de la repostería
Paida Flores, Luis Eduardo
gaming, cibercafé, gastronomía, factibilidad, tendencia
status_str publishedVersion
title Proponer nuevas formas de consumo de la bebida autóctona de la ciudad de Otavalo (chicha del yamor), mediante su uso en el área de la repostería
title_full Proponer nuevas formas de consumo de la bebida autóctona de la ciudad de Otavalo (chicha del yamor), mediante su uso en el área de la repostería
title_fullStr Proponer nuevas formas de consumo de la bebida autóctona de la ciudad de Otavalo (chicha del yamor), mediante su uso en el área de la repostería
title_full_unstemmed Proponer nuevas formas de consumo de la bebida autóctona de la ciudad de Otavalo (chicha del yamor), mediante su uso en el área de la repostería
title_short Proponer nuevas formas de consumo de la bebida autóctona de la ciudad de Otavalo (chicha del yamor), mediante su uso en el área de la repostería
title_sort Proponer nuevas formas de consumo de la bebida autóctona de la ciudad de Otavalo (chicha del yamor), mediante su uso en el área de la repostería
topic gaming, cibercafé, gastronomía, factibilidad, tendencia
url https://repositorio.puce.edu.ec/handle/123456789/43212