Análisis del Uso de Videojuego Multijugador Cliente‑Servidor en la Innovación Local de Cúcuta

Authors

  • Santiago rueda Quintero Fundación de Estudios Superiores Comfanorte,Cúcuta,Colombia
  • Lisandro Rueda Thomas Fundación de Estudios Superiores Comfanorte,Cúcuta,Colombia

Keywords:

Multiplayer video game; client‑server architecture; innovation; Cúcuta; digital education; gamificatio

Abstract

The global video game industry has evolved beyond being a mere leisure activity to become a cultural, social, and economic ecosystem that surpasses traditional sectors such as cinema and music in revenue. In this context, multiplayer video games with client‑server architecture enable the simultaneous connection of users in a persistent and collaborative digital world. This research analyzes how these platforms can support educational, technological, and social innovation in the city of Cúcuta, Norte de Santander. A qualitative approach with quantitative support was employed, based on a descriptive documentary design and the application of a twelve‑question closed questionnaire to young people and students in the region. A focus group was also conducted to deepen participants’ perceptions. The study reviews international, national, and regional precedents, defines key concepts, examines theoretical frameworks of constructivism, gamification, and diffusion of innovations, and contextualizes the Smart City 2050 initiative promoted in Cúcuta. The results indicate that respondents positively value the use of video games as tools for collaborative work, critical thinking, and creativity, and express interest in participating in local video game development projects. Furthermore, the findings suggest that integrating multiplayer video games into educational and community programs could strengthen the local digital ecosystem and contribute to the innovation goals outlined in the Cúcuta Smart City 2050 Strategy. It is concluded that client‑server video games represent a viable opportunity to boost Cúcuta’s creative and digital economy and to foster transversal competencies among the youth population.

References

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Published

2026-04-11

Issue

Section

Artículos