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dc.contributor.advisorForero Serna, Andrés
dc.contributor.authorLoza Rodríguez, José Pablo
dc.date.accessioned2022-05-19T14:10:12Z
dc.date.available2022-05-19T14:10:12Z
dc.date.issued2022-02-02
dc.identifier.urihttp://hdl.handle.net/10818/50570
dc.description58 páginases_CO
dc.description.abstractVideo Games are the world’s largest industry, even bigger than the music and film industry combined (VFS Game Design Brochure, 2020). Currently, the demand for video games is so high that there is a market full of opportunities. According to Teodora Dobrilova, certified in Digital Marketing “The global gaming market is set to reach $256.97 billion by 2025” (Dobrilova, 2021). These previous statements are part of what motivated this team to have a first approach towards a semi professional and academic video game creation, and led us to build Paper Samurai.es_CO
dc.formatapplication/pdfes_CO
dc.language.isoenges_CO
dc.publisherUniversidad de La Sabanaes_CO
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.titlePaper Samuraies_CO
dc.typebachelor thesises_CO
dc.identifier.local285985
dc.identifier.localTE11702
dc.type.hasVersionpublishedVersiones_CO
dc.rights.accessRightsrestrictedAccesses_CO
dc.subject.armarcVideojuegoses_CO
dc.subject.armarcCinees_CO
dc.subject.armarcMúsicaes_CO
dc.subject.armarcMercadeo en Internetes_CO
dc.subject.armarcEducaciónes_CO
thesis.degree.disciplineFacultad de Comunicaciónes_CO
thesis.degree.levelComunicación Audiovisual y Multimedioses_CO
thesis.degree.nameComunicador Audiovisual y Multimedioses_CO


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Attribution-NonCommercial-NoDerivatives 4.0 InternacionalExcepto si se señala otra cosa, la licencia del ítem se describe como Attribution-NonCommercial-NoDerivatives 4.0 Internacional