Modelo prolab: “Abueléate”, aplicación digital que busca, a través de los juegos virtuales, el bienestar y la salud mental de los adultos mayores
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Fecha
2023-10-19
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Pontificia Universidad Católica del Perú
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Resumen
La problemática abordada en el presente trabajo está relacionada con la salud mental
de los adultos mayores y la poca información de nuestra sociedad sobre cómo mantener una
mente activa y cuáles son las consecuencias de no hacerlo, además de las escazas soluciones
que actualmente se les puede ofrecer. Dicha problemática se determinó mediante el análisis
del usuario meta, a través de la metodología de design thinking, la cual nos permitió plantear
soluciones a esta necesidad con la creación de la aplicación digital “Abueléate”.
La propuesta que se planteó para solucionar esta problemática fue promover a través
de juegos virtuales, el bienestar y salud mental de los adultos mayores, lo cual va a permitir
mejorar su calidad de vida, compartir nuevas experiencias en el proceso y afianzar sus lazos
familiares. Como parte de la evaluación de la propuesta se verificó que el modelo de negocio
es viable y rentable mediante la evaluación de viabilidad financiera, el cual determinó un
VAN de $864,828 y una tasa de retorno con TIR 158.23%. Los resultados se sustentan
debido a una gran escalabilidad del negocio por la proyección de incremento mundial del
100% de la población del adulto mayor hacia el año 2050. Además, debido a que, en el Perú,
una de las principales deficiencias en el sistema de Salud es la falta de atención y seguimiento
en el tratamiento del deterioro de la salud mental del adulto mayor, la propuesta impacta
positivamente en los Objetivos de Desarrollo Sostenible (ODS) N°3, además de las otras
ODS N°8 y N°9.
El promedio de la relación entre el VTVC y el CAC en los escenarios planteados es
de 3.91. Esta cifra es un indicador positivo y significativo, ya que implica que el plan de
marketing diseñado generará más ingresos que pérdidas a lo largo de los 5 años de operación.
Finalmente, este modelo de negocio espera alcanzar en cinco años un VAN Social de
S/ 5,407,871. Por ello, la implementación de este negocio está recomendada por ser de triple
impacto.
The problem addressed in this work is related to the mental health of older adults and the lack of information in our society about how to keep an active mind and the consequences of not doing so, as well as the scarce solutions that can currently be offered to them. This problem was determined through the analysis of the target user, through the design thinking methodology, which allowed us to propose solutions to this need with the creation of the digital application "Abueléate". The proposal put forward to solve this problem was to promote the well-being and mental health of older adults through virtual games, which will allow them to improve their quality of life, share new experiences in the process and strengthen their family ties. As part of the evaluation of the proposal, it was verified that the business model is viable and profitable through the financial viability evaluation, which determined an NPV of $864,828 and a rate of return with IRR 158.23%. The results are supported by the high scalability of the business due to the projected global increase of 100% of the elderly population by the year 2050. Furthermore, given that in Peru, one of the main deficiencies in the health system is the lack of attention and follow-up in the treatment of the deterioration of the mental health of the elderly, the proposal has a positive impact on the Sustainable Development Goals (SDG) N°3, in addition to the other SDGs N°8 and N°9. The average VTVC to CAC ratio in the scenarios is 3.91. This figure is a positive and significant indicator, as it implies that the marketing plan designed will generate more income than losses over the 5 years of operation. Finally, this business model expects to achieve a Social NPV of S/. 5,407,871 in five years. Therefore, the implementation of this business is recommended as it has a triple impact.
The problem addressed in this work is related to the mental health of older adults and the lack of information in our society about how to keep an active mind and the consequences of not doing so, as well as the scarce solutions that can currently be offered to them. This problem was determined through the analysis of the target user, through the design thinking methodology, which allowed us to propose solutions to this need with the creation of the digital application "Abueléate". The proposal put forward to solve this problem was to promote the well-being and mental health of older adults through virtual games, which will allow them to improve their quality of life, share new experiences in the process and strengthen their family ties. As part of the evaluation of the proposal, it was verified that the business model is viable and profitable through the financial viability evaluation, which determined an NPV of $864,828 and a rate of return with IRR 158.23%. The results are supported by the high scalability of the business due to the projected global increase of 100% of the elderly population by the year 2050. Furthermore, given that in Peru, one of the main deficiencies in the health system is the lack of attention and follow-up in the treatment of the deterioration of the mental health of the elderly, the proposal has a positive impact on the Sustainable Development Goals (SDG) N°3, in addition to the other SDGs N°8 and N°9. The average VTVC to CAC ratio in the scenarios is 3.91. This figure is a positive and significant indicator, as it implies that the marketing plan designed will generate more income than losses over the 5 years of operation. Finally, this business model expects to achieve a Social NPV of S/. 5,407,871 in five years. Therefore, the implementation of this business is recommended as it has a triple impact.
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Adulto mayor--Aspectos psicológicos, Servicios digitales
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