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El videojuego espaol crece a ritmo de dos dgitos

05/03/2020

El videojuego espa ol crece a ritmo de dos d gitos Un total de 520 empresas espa olas ejercen su actividad en este sector en el que las microempresas predominan en el tejido empresarial. El 75% de las empresas factura menos de 200.000 euros.

The facturaci n del sector productor de videojuegos espa ol alcanz los 813 millones de euros en 2018, un 14% m s que en 2017, seg n revela el Libro Blanco del Desarrollo Espa ol de Videojuegos en su edici n 2019 que ha presentado este lunes, 2 de marzo, en Madrid la Asociaci n Espa ola de Empresas Productoras y Desarrolladoras de Videojuegos y Software de Entretenimiento (DEV) , con el apoyo del ICEX Espa a Exportaci n e Inversiones, la colaboraci n de Acci n Cultural Espa ola y el patrocinio de CREA SGR, eGoGames, MCR, Plastic SCM, Polygone Studios y U-tad.

Las empresas de mayor tama o son las que han tirado del carro de este crecimiento: el 44% de la facturaci n corresponde a empresas que ingresan m s de 50 millones de euros, y el 46% del empleo se genera en empresas con m s de 50 empleadas/os, mientras que las empresas que facturan menos de dos millones de euros y emplean menos de 10 profesionales, suponen el 8% de la facturaci n y el 7% del empleo.

Es un sector claramente exportador, ya que el 65% de los ingresos proceden de mercados internacionales. Catalu a, con el 53% de la facturaci n, mantiene un claro liderazgo, seguida de la comunidad de Madrid (33%) y, a gran distancia, Andaluc a (8%) y la Comunidad Valenciana (4%). DEV elabora desde 2014 el Libro Blanco del Desarrollo Espa ol de Videojuegos con el objetivo de ofrecer un panorama completo anual del sector productivo de los videojuegos en nuestro pa s. Como en anteriores ediciones, el Libro Blanco 2019 se ha elaborado con la informaci n aportada por los estudios espa oles de desarrollo de videojuegos en una exhaustiva encuesta realizada durante el a o pasado.

Este a o la portada del Libro Blanco del Desarrollo Espa ol de Videojuegos rinde homenaje al dibujante Alfonzo Azpiri, fallecido en 2018, conocido por sus c mics de Lorna o Mot e ilustrador de algunas de las portadas m s conocidas de videojuegos espa oles durante la d cada de los 80 y principios de los 90: las car tulas de Abu Simbel Profanation, Phantis The Game Over nacieron de la brillante imaginaci n de Azpiri.

Microempresas j venes El censo de empresas espa olas productoras de videojuegos experiment el a o pasado un intenso crecimiento, tras haberse estancado e incluso reducido los tres a os anteriores. As , ha pasado de 455 empresas en 2018 a 520 en 2019.

Sigue siendo un tejido empresarial muy atomizado y basado en peque as empresas; el 61% son microempresas que facturan menos de 200.000 euros al a o y el 75% emplea a menos de 10 profesionales. El empleo se increment un 8,9% en 2018, alcanzando las 6.900 personas.

El Libro Blanco demuestra tambi n que se trata de empresas j venes: el 41% se han creado en los ltimos cinco a os, el 39% tiene entre 5 y 10 a os de antigu edad y solo el 20% lleva en activo m s de diez a os.

El sector genera un empleo joven, cualificado y de calidad: el 49% de las y los profesionales tiene menos de 30 a os (y solo el 3% supera los 45 a os) y el 71% han cursado estudios superiores. El 65% de los puestos corresponde a contratos de car cter indefinido. No obstante, destaca la gran cantidad de empresas (57%) que tiene dificultades para encontrar profesionales con los perfiles m s demandados: programadores (que son ya el grueso del enpleo de los estudios desarrolladores), marketing, game design, monetizaci n, arte y desarrollo de negocio.

Estos datos indican un gran potencial de crecimiento (hay alrededor de 250 proyectos en espera de constituirse como entidad legal), pero tambi n se ha detectado en la encuesta que un centenar de empresas no tienen actividad y corren el riesgo de desaparecer.

El sector genera un empleo joven, cualificado y de calidad: el 49% de la fuerza laboral tiene menos de 30 a os (y solo el 3% supera los 45 a os) y el 71% han cursado estudios superiores. El 65% de los puestos corresponde a contratos de car cter indefinido. No obstante, destaca la gran cantidad de empresas (57%) que tiene dificultades para encontrar trabajadores con los perfiles m s demandados: programadores (que son ya el grueso del empleo de los estudios desarrolladores), marketing, game design, monetizaci n, arte y desarrollo de negocio.

Propiedad intelectual propia The 86% de los estudios espa oles desarrolla propiedad intelectual propia, el 46% desarrolla videojuegos por encargo, el 13% publica juegos de terceros y el 37% apuesta por la autopublicaci n.

Los serious games suponen ya el 21,4% de los juegos publicados en 2018, dirigidos sobre todo a la Educaci n, la Cultura y la Sanidad. El 83 % de los estudios espa oles utiliza Steam para llegar a los mercados internacionales, aunque la saturaci n de la plataforma digital de Valve est llevando a los productores a buscar otras tiendas como la de Epic Games, que est experimentando un crecimiento global.

Descarga del informe completo, here.

10 recomendaciones del sector al Gobierno

Establecer un incentivo fiscal a la producci n de videojuegos con el fin de atraer a las grandes producciones internacionales al pa s y que la industria sea m s atractiva para los inversores espa oles.

Dise ar un esquema de reinversi n de las multinacionales en el videojuego espa ol. Teniendo en cuenta que el mercado espa ol es el cuarto de Europa, una reinversi n del 5% de los ingresos brutos podr a generar una bolsa de hasta 70 millones de euros para contenidos espa oles.

Fomentar la presencia de la mujer en la industria con campa as educativas en etapas preuniversitarias. Actualmente la presencia del empleo femenino solo alcanza el 16%.

Dar continuidad a los programas de ayudas al sector para que las 400 microempresas existentes pongan en marcha sus procesos y se
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