<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>2683-2690</journal-id>
<journal-title><![CDATA[The Anáhuac journal]]></journal-title>
<abbrev-journal-title><![CDATA[The Anáhuac j.]]></abbrev-journal-title>
<issn>2683-2690</issn>
<publisher>
<publisher-name><![CDATA[Universidad Anáhuac del Sur S.C., Facultad de Economía y Negocios]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S2683-26902024000200206</article-id>
<article-id pub-id-type="doi">10.36105/theanahuacjour.2024v24n2.2487</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Streaming de videojuegos como generador de empleo y nuevas oportunidades profesionales]]></article-title>
<article-title xml:lang="en"><![CDATA[Video Game Streaming as a Generator of Employment and New Professional Opportunities]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Villamar Sánchez]]></surname>
<given-names><![CDATA[Guillermo Alberto]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Gonzalez Arnedo]]></surname>
<given-names><![CDATA[Esther]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Sumba Nacipucha]]></surname>
<given-names><![CDATA[Nicolás]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Cueva Estrada]]></surname>
<given-names><![CDATA[Jorge]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad Politécnica Salesiana  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Ecuador</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidad Rey Juan Carlos  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Spain</country>
</aff>
<aff id="Af3">
<institution><![CDATA[,Universidad Politécnica Salesiana  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Ecuador</country>
</aff>
<aff id="Af4">
<institution><![CDATA[,Universidad Politécnica Salesiana  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Ecuador</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>12</month>
<year>2024</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>12</month>
<year>2024</year>
</pub-date>
<volume>24</volume>
<numero>2</numero>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_arttext&amp;pid=S2683-26902024000200206&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_abstract&amp;pid=S2683-26902024000200206&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_pdf&amp;pid=S2683-26902024000200206&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen El presente artículo tiene como finalidad estructurar una visión general sobre el streaming de videojuegos como agente generador de empleo y nuevas carreras profesionales en el Ecuador. En la metodología se planteó un diseño no experimental de alcance descriptivo y correlacional, de enfoque mixto, empleando el método Delphi en el componente cualitativo, mientras que se ejecutaron encuestas para solventar el componente cuantitativo. En este sentido, se pudo observar una mayor participación de la generación Z y millennials en este tipo de actividades, lo que a su vez refleja el interés por formar parte del streaming de videojuegos, mientras que otros que ya son usuarios han percibido un aporte o beneficio económico por jugar o crear contenido. Además, se resalta al género masculino como el principal participante en estas plataformas. Se concluyó que hay relación entre las personas que dedican horas a los videojuegos y el deseo de obtener réditos económicos a través de este modelo de negocio. De igual forma se observa una tendencia de los gamers en profesionalizarse en carreras de marketing digital y producción audiovisual y multimedia, lo cual sirve para que las instituciones de educación superior ajusten y fortalezcan los programas académicos relacionados, así como enfocar de manera más efectiva sus estrategias de marketing hacia este público objetivo.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract This article aims to structure an overview of video game streaming as a generator of employment and new professional careers in Ecuador. In the methodology, a non-experimental design of descriptive and correlational scope was proposed, using a mixed approach, with the Delphi method in the qualitative component. At the same time, surveys were executed to solve the quantitative component. In this sense, it was possible to observe a greater participation of Generation Z and Millennials in this type of activity, which in turn reflects the interest in being part of video game streaming. In contrast, others are already users and have perceived a contribution or economic benefit for playing or creating content. In addition, the male gender is highlighted as the main participant in these platforms. It was concluded that there is a relationship between people who dedicate hours to video games and the desire to obtain economic income through this business model, and there is also a tendency for gamers to become professionals in digital marketing and audiovisual and multimedia production careers.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[streaming]]></kwd>
<kwd lng="es"><![CDATA[actividades laborales]]></kwd>
<kwd lng="es"><![CDATA[generación de empleo]]></kwd>
<kwd lng="es"><![CDATA[profesionalización]]></kwd>
<kwd lng="es"><![CDATA[videojuegos]]></kwd>
<kwd lng="es"><![CDATA[J01]]></kwd>
<kwd lng="es"><![CDATA[M20]]></kwd>
<kwd lng="en"><![CDATA[streaming]]></kwd>
<kwd lng="en"><![CDATA[work activities]]></kwd>
<kwd lng="en"><![CDATA[job creation]]></kwd>
<kwd lng="en"><![CDATA[professionalization]]></kwd>
<kwd lng="en"><![CDATA[video games]]></kwd>
<kwd lng="en"><![CDATA[J01]]></kwd>
<kwd lng="en"><![CDATA[M20]]></kwd>
</kwd-group>
</article-meta>
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