{"id":16362,"date":"2022-08-03T10:00:05","date_gmt":"2022-08-03T15:00:05","guid":{"rendered":"https:\/\/backup.primeaction.com\/sp\/?p=16362"},"modified":"2022-08-02T16:58:05","modified_gmt":"2022-08-02T21:58:05","slug":"la-industria-del-videojuego-en-mexico-represento-1-73-billones-de-dolares-en-2021","status":"publish","type":"post","link":"https:\/\/backup.primeaction.com\/sp\/la-industria-del-videojuego-en-mexico-represento-1-73-billones-de-dolares-en-2021\/","title":{"rendered":"La industria del videojuego en M\u00e9xico represent\u00f3 1.73 billones de d\u00f3lares en 2021"},"content":{"rendered":"<p><img fetchpriority=\"high\" decoding=\"async\" src=\"data:image\/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==\" data-src=\"https:\/\/cdn.forbes.com.mx\/2021\/10\/smartphones-android-640x360.jpg\" width=\"640\" height=\"360\" class=\"aligncenter size-medium lazyload\" \/><noscript><img fetchpriority=\"high\" decoding=\"async\" src=\"https:\/\/cdn.forbes.com.mx\/2021\/10\/smartphones-android-640x360.jpg\" width=\"640\" height=\"360\" class=\"aligncenter size-medium\" \/><\/noscript><\/p>\n<p>La industria del videojuego en M\u00e9xico florece. De acuerdo con datos de la EAE Business School sobre gaming, eSports y streaming, los ingresos relacionados a este sector crecieron 106% en los \u00faltimos 12 a\u00f1os, al pasar de 0.84 billones de d\u00f3lares generados en 2009 a 1.73 billones de d\u00f3lares generados el a\u00f1o pasado, lo que coloca al pa\u00eds como el m\u00e1s importante de esta industria en Latinoam\u00e9rica, notoriamente influido por la cultura estadounidense.<\/p>\n<p>La venta de accesorios en M\u00e9xico aument\u00f3 un 95% en 2020 respecto a 2019, seguido por la venta de videoconsolas (33.3%) y de software (24.1%). A pesar de ello, el segmento de las videoconsolas sigue teniendo un gran peso, donde a diferencia de los pa\u00edses asi\u00e1ticos y europeos, aqu\u00ed Microsoft es la empresa que lidera el mercado con su Xbox One, acaparando un 28.9% de cuota de mercado, seguida por Sony y su PlayStation (23.4%), Nintendo y su Nintendo Switch (18.9%).<\/p>\n<p>En el top of mind de las marcas de videojuegos se encuentran Nintendo (91%) y PlayStation (90%). A corta distancia est\u00e1n Microsoft, EA, Sony y Riot Games (todas entre el 87% y el 81%). La menos popular es Take Two Interactive (20%).<\/p>\n<p>En lo que se refiere al n\u00famero de jugadores y jugadoras, en 2019 se registraron 72.6 millones y seg\u00fan datos proporcionados por PQR Planning Quant, un 18% de la poblaci\u00f3n mexicana empez\u00f3 a jugar durante la pandemia, mientras que un 30% increment\u00f3 la frecuencia de juego. Por ejemplo, 36% de los usuarios mexicanos juegan m\u00e1s de una hora en sus smartphones, especialmente durante trayectos. El 26% juega entre 20 y 40 minutos al d\u00eda y el 17%, entre 40 minutos y 1 hora.<\/p>\n<p>Los juegos de batalla, lucha y wrestling (lucha libre) son de los preferidos por los videojugadores mexicanos (45%), por delante de los de carreras (35%), de estrategia (28%), los de deporte (28%), los de aventura y role playing (28%). Por segmentos de edad, son los y las j\u00f3venes quienes m\u00e1s juegan: el 49% de 18 y 24 a\u00f1os, seguidos por el grupo de entre 25 y 34 a\u00f1os (40%), de 35 a 44 a\u00f1os (38%) y de 45 a 50 a\u00f1os (35%).<\/p>\n<p>Adem\u00e1s la industria del videojuego est\u00e1 rompiendo con el tab\u00fa de que es un segmento para hombres. Seg\u00fan el profesor de EAE Business School, David de Mat\u00edas, \u201ces una idea poco fundamentada y que no se refleja entre nuestros j\u00f3venes. De hecho, seg\u00fan el 87.26% de los y las encuestadas, los eSports son una actividad profesional id\u00f3nea para cualquier g\u00e9nero\u201d.<\/p>\n<p>\u201cSi bien el gaming fue un sector masculino en sus inicios, las mujeres han ido aumentando su participaci\u00f3n hasta convertirse en la mitad de la poblaci\u00f3n jugadora. Incluso a nivel profesional, cada vez hay m\u00e1s referentes femeninas en equipos, en distintas tareas asociadas a la producci\u00f3n de videojuegos y en la gesti\u00f3n de empresas vinculadas al sector de los eSports\u201d, dijo la directora del Strategic Research Center de EAE Business School, Carina Mellit.<\/p>\n<p>La penetraci\u00f3n de los eSports en la vida de la juventud avanza a pasos agigantados. De hecho, el 23% de las mujeres participa en estos eventos, esto se debe a que el 35.75% afirma que la oferta de estos videojuegos no son los que m\u00e1s gustan o atraen a las mujeres, otro motivo es que el 14.51% cree que el nicho de mercado es machista, el 11.92% que el tipo de juegos est\u00e1 demasiado pensado para varones y un 7.25% no conocer a mujeres referentes. <\/p>\n","protected":false},"excerpt":{"rendered":"<p>En 12 a\u00f1os la industria del videojuego increment\u00f3 106% sus ingresos, al pasar de 0.84 billones de d\u00f3lares en 2009 a 1.73 billones en 2021.<\/p>\n","protected":false},"author":10,"featured_media":16364,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"single-post.php","format":"standard","meta":{"_eb_attr":"","site-sidebar-layout":"default","site-content-layout":"default","ast-site-content-layout":"default","site-content-style":"default","site-sidebar-style":"default","ast-global-header-display":"","ast-banner-title-visibility":"","ast-main-header-display":"","ast-hfb-above-header-display":"","ast-hfb-below-header-display":"","ast-hfb-mobile-header-display":"","site-post-title":"","ast-breadcrumbs-content":"","ast-featured-img":"","footer-sml-layout":"","ast-disable-related-posts":"","theme-transparent-header-meta":"default","adv-header-id-meta":"","stick-header-meta":"","header-above-stick-meta":"","header-main-stick-meta":"","header-below-stick-meta":"","astra-migrate-meta-layouts":"default","ast-page-background-enabled":"default","ast-page-background-meta":{"desktop":{"background-color":"","background-image":"","background-repeat":"repeat","background-position":"center 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del videojuego en M\u00e9xico represent\u00f3 1.73 billones de d\u00f3lares en 2021","footnotes":""},"categories":[9],"tags":[],"class_list":["post-16362","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-post-servicios"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>La industria del videojuego en M\u00e9xico represent\u00f3 1.73 billones de d\u00f3lares en 2021 &#183; Prime Action Consulting<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/backup.primeaction.com\/sp\/la-industria-del-videojuego-en-mexico-represento-1-73-billones-de-dolares-en-2021\/\" \/>\n<meta property=\"og:locale\" content=\"es_ES\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"La industria del videojuego en 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