Professional Documents
Culture Documents
Successes of Latin
American and
Caribbean Studios
sales grew by 56%1 over the past five years and for 2018. Available at: https://
newzoo.com/insights/trend-
2018, they are projected to value US$137 billion dollars2, reports/ newzoo-global-games-
triple the projected earnings for the motion picture marketreport-2018-light-version/
industry3. In 2017, video game earnings were six times 2 Newzoo. (2018). Newzoo Global
greater than those reported for the music industry4, Games Market Report 2018.
and their annual growth rate was double that of the 3 Statista. (2018). Global
https://www.statista.com/
statistics/259987/global-box-
In Latin America and the Caribbean, education. This study will explore office-revenue/
there are 397 million gamers and 80% how the industry is not only capable
4 IFPI. (2018). Global Music
of them are concentrated in Mexico, of generating wealth, but also of
Report 2018. Available at:
Brazil, Argentina, Colombia and creating more sophisticated jobs as
http://www.ifpi.org/news/IFPI-
Venezuela. Our region has experienced new technologies develop along with
GLOBAL-MUSIC-REPORT-2018
the second-fastest ascent in the the creative sectors. This presentation
industry with an annual growth index will highlight the region’s 50 most 5 D. Leggett. (2018). Global
of 13.5%,6 comparable to the growth prominent video game studios, as well Automotive Market Report.
of data processing services in the US. as the challenges facing the industry Available at: https://www.
Latin American talent is closer than ever in Latin America. This industry has the just-auto.com/analysis/
to forming part of a highly competitive potential not only to trigger new future global-automotive-market-
sector where technology links up with jobs for the younger generations that report-q2-2018_id183996.aspx
art to develop sophisticated games that grew up playing, but also to become an 6 Newzoo. (2018). Newzoo Global
require high performance, and in many instrument for a new types of learning. Games Market Report 2018.
cases, big investment. (See page 07).
7 P. Cerminaro. (2017). Games.ar:
The video game industry is no longer
la industria de los videojuegos
limited to only entertainment. It is
crece en Argentina. Noticias
now expanding to become a tool for
Perfil. Available at: https://
education or for increasing sensitivity
noticias.perfil.com/2017/06/21/
to social problems. The different game
games-ar-la-industria-de-los-
genres, ranging from action, to learning,
videojuegos-crece-en-argentina/
sports, and many others, unite gamers
from around the world and generate
millions of dollars. Such is the case in
Argentina, with record sales of US$500
million in 2016.7 Today this industry
enjoys one the highest growth rates
in the history of entertainment and
represents an opportunity to put Latin
American talent on the global map.
This will not happen, however, unless
we develop the business infrastructure
and consumer technology necessary to
compete in international markets.
The objective of this study, carried
out by the IDB, is to promote and
give visibility to one of the sectors
of the creative economy with the
greatest potential, not only for the
entertainment and software industries,
but also for others such as health and
Social Skills
Motor Skills
Digital Skills
Curiosity and Creativity
Problem Solving
Perseverance
Executive functions
Violence
Aggression
Addiction
Normalization of
sexism
Social isolation
Depression
opportunity for the growth and the development of the Domestic Box. Available at:
https://www.the-numbers.com/
Latin American and Caribbean region. Neither players, box-office-records/domestic/
businesses, investors, governments nor the public can all-movies/cumulative/all-time
economic impact of the video game sector. Theft Auto V Becomes The
The motion picture with the highest games. Today they fill giant stadiums, Available at: https://www.
gross revenues during its first weekend are featured on specialized channels on businessinsider.com/gta-v-1-
of release was Avengers: Endgame, television and YouTube, and create their billion-in-three-days-2013-9
with box office receipts of US$357 own electronic teams of players for 10 The Numbers. (2018). All
million dollars.8 What few people know esports. It is not difficult to imagine that Time Worldwide Box Office.
is that the video game Grand Theft these new contents and the demand Available at: https://www.
Auto V (GTA V) broke this record in one for increasingly more sophisticated the-numbers.com/box-office-
day, grossing US$800 million dollars.9 games will create a greater demand records/worldwide/all-movies/
Furthermore, it is currently estimated for software developers, animators, cumulative/all-time
that GTA V has reached revenues of musicians and professional players.
11 Newzoo. (2018). Newzoo Global
US$6 billion, while Avatar, the highest These gamers will be the ones to push
Games Market Report 2018.
grossing film ever, has barely surpassed the boundaries, to transform their
US$2.7 billion.10 These figures mean passion into a profession.
that a successful video game has as
much or more earning power than the
highest grossing box office hit, not only
at the time of its release but also over
the life of the product.
Video games reach over 2.3 billion
players around the world and some
234 million of these can be found today
in Latin America11 Many play to lower
stress levels but the motivation to play
is a socio-economic phenomenon that
appeals to a variety of social strata
and age groups, comparable to sports.
Sports have managed to re-invent
and adapt themselves to new tastes,
attracting millions of new consumers,
by building larger stadiums, exclusive
television channels, and even by
overhauling the sports segments of
the news. Video games have a similar
potential for creating a new culture
for how we use and consume video
$1,600M
US$5 billion
of income generated in Latin America
Mexico
+13,5%
Annual growth
2017-2018
3,6% $385M
Share of global income
650,580,000 Colombia
Population
411,319,000
Internet users
234,050,000
Gamers $205M
M = millones Chile
$1,500M
$456M
Brazil
Argentina
https://newzoo.com/insights/
Brazil
infographics/the-brazilian-
66.3 million The video games gamer-2017/
players12 sector generates the 13 Newzoo. (2017). Newzoo The
argentinean-gamer-2017/
15 Ministerio de Cultura,
Presidencia de la Nación.
Uruguay is a country that has between 6 and 18 persons.17 At the top
(2016). Cinco datos sobre la
reacted to demand. In 2010, ORT of the industry, a single video game
industria de los videojuegos
University in Montevideo pioneered studio can have close to one thousand
en Argentina. Available at:
an undergraduate degree program in employees, as in the case of China,
https://www.cultura.gob.ar/
Animation and Video Games within which in 2017 had 6,111 studios, or
noticias/cinco-datos-sobre-la-
its Faculty of Communication and the US with over 2,457 studios and
industria-de-los-videojuegos-
Design. It did not take long for other 65,678 employees. Although a direct
en-argentina/
universities in the region to offer their correlation cannot necessarily be found
own educational programs, where between the number of employees 16 Oficina Económica y Comercial
skills such as abstract thinking, mental and a company’s profits—for example de España en Sao Paulo.
agility, problem solving, mathematics in Finland, a company with only 250 (2017). La industria de los
and marketing fuse with creativity. employees generates over US$1billion videojuegos en Brasil sigue
Video game training covers subjects per year—it is important to continue creciendo. Available at:
that include animation, arts and digital monitoring the jobs that are directly https://www.icex.es/icex/
virtual and augmented reality and of Venture Beats, the new platforms noticias/NEW2017705409.
marketing. These are only some of the that could create more jobs in the html?idPais=BR
subject areas, given that teams can be future include VR, AR, esports, toys 17 Bring IT on, Colombia.
made up of dozens of professionals to life—the physical figures that are (2018).¿Cómo ha crecido la
from different fields: for example, used to interact with video games—and industria de videojuegos
psychologists, educators or acrobats. television. Even though video games en Colombia? Available at:
The creativity and technological can be created in any part of the world, http://www.colombiabringiton.
fluency required for developing video it is important to devise a strategy for co/es/content/como-ha-crecido-
games will be indispensable skills to Latin America and the Caribbean to la-industria-de-videojuegos-
compete for jobs in the future. The retain its talent that will train future en-colombia
professionalization of video game youth in university and technical degree
development means a vast number of programs, as well as the policies that
opportunities in terms of employability will allow new video game studios to
in the region of Latin America and the compete in domestic and international
Caribbean. There are more than two markets. Governments must give
thousand employees in nearly 50 video serious attention to this industry, which
game studios in Argentina,15over four is not precisely a game, and which
thousand in Brazil,16 and in Colombia can become a more competitive and
there are 50 studios that each employ sustainable force.
com/2017/02/14/where-the-in-the- stories/docs/game%20development%20
world-are-the-game-jobs/view-all/ in%20spain%202016.pdf
US Brazil Finland
nuestros-servicios/informacion-
de-mercados/paises/navegacion- Mexico
United
com/2017/02/14/where-the-in-the- videojuegos
world-are-the-game-jobs/view-all/
United Kingdom IGDA Colombia
Association
Canada
880 la-industria-de-los-videojuegos-
743
Japan
Spain https://venturebeat.com/
4.460 2017/02/14/where-the-in-the-
world-are-the-game-jobs/view-all/
Spain
480 Finland Brazil
2.700
Korea
472 2017/02/14/where-the-in-the-
Argentina world-are-the-game-jobs/view-all/
Argentina Germany 2.000
150 450 France
economic-diplomacy-foreign-trade/
events/article/france-is-second-
Colombia in-the-world-for
50
Uruguay Colombia
20 400
Uruguay
150
Video Games: More Than Just A Game - Video Games Can Save the World 14
Games for change, is a global initiative launched in 18 Games for Change. (2018).
the US in 2004, which facilitates the creation and About Us. Available at:
http://www.gamesforchange.org/
distribution of social impact games that can be used as
who-we-are/
critical tools for humanitarian and educational tasks.18
19 Buck, T. EdTech (2013).
Video Games: More Than Just A Game - Video Games Can Save the World 15
establish communities based on shared in fun and simple ways, not only to
interests, affinities and experiences, introduce them to an international
making gaming an experience that is audience, but also to promote local
approachable to, and shared by, an ever tourism by incorporating elements of
more diverse population of players.’’ each country’s cultural heritage and
Le Loupgarou, a video game natural monuments into the games.
developed in Barbados was inspired by Others, such as Mayan Pitz, from the
the lack of representation of the Afro- Guatemalan developer Digital Partners
Caribbean queer community. The video and Pok ta Pok, from the Mexican
game is about a fire in a plantation, a studio Locomoción—both interactive
pact with a creature named Baccou adaptations of the ancient “juego de
and a civil rights activist dressed as a pelota” (ball game) of the Mesoamerican
damsel. In this video game, the main cultures—use indigenous history and
character is the Caribbean version of practices not only as aesthetic elements
Wolf Man and along the way the player but also as a conceptual basis for
must hunt souls in dark streets and the games in themselves, allowing
survive to distinguish his own history contemporary players to experience a
and identity, as well as those of the simulation of the sacred game of the
souls he has hunted. Mayas, Aztecs and other Mesoamerican
In the case of Le Loupgarou, not indigenous groups.
only do the history and identity of Among those games that focus on
the characters stand out, but it also the promotion and preservation of
preserves elements of Caribbean indigenous cultures in the different
traditions. In this way, video games regions, we have Juatsjinyam/
can be effective means for preserving Aprendiendo, from the young
the culture and promoting the Colombian developer Ayda Milena,
interests of our countries beyond their who designed the game to help teach
borders. Indigenous and aboriginal and thus preserve the language of
groups around the world take her own Camëntsá people. Even
advantage of this interactive media more ambitious is the Colombian
in a unique way to create awareness company Juegos SAI, which promotes
of their beliefs, for keeping their the diffusion and preservation of the
traditions alive and for attracting new “ancestral indigenous wisdom” of the
players with unique content. country’s different tribes. This series
In Latin America and the Caribbean, of games, that include titles such as
there is an abundance of video games Magic Stories of the Ancestors 1 and
associated with regional indigenous 2 ,(Cuentos mágicos de los ancestros
cultures, and we have found some 1 y 2), Hidden Objects (Objetos
focused not only on highlighting escondidos), and Children’s Activities
elements of indigenous mythology and (Actividades infantiles) endeavor to
culture, but also on promoting and guarantee that the youngest players
preserving these cultures. In many of learn about the regional indigenous
these cases, these video games have cultures while they play games on
been developed actively with the direct telephones and tablets.
collaboration of indigenous populations. There are also games—such as
Among the games based on the winner of the Best Debut Game
elements of indigenous mythology, in the 2015 BAFTA Game Awards,
we can find Chacmool Xek, from Never Alone, from Upper One Games,
Mero Studios in Mérida, Mexico, Inka developed together with the Inuit
Madness, from the developer, Pariwana community in Alaska—that go beyond
Studios in Lima, Peru, or El Canto de incorporating established myths and
la Autana, from the Venezuelan studio legends, by including the indigenous
Alfer, inspired by the mythology of communities themselves in the actual
various tribes from this country. These production of the games. For example,
games incorporate cultural elements the Brazilian Game Huni Kuin: O
Video Games: More Than Just A Game - Video Games Can Save the World 16
Caminos da Jiboia was developed in authorities. More than one hundred
20 E. La Pensée. (2018). About.
collaboration with the Kaxinawa people, Avá Guaraní families from the Y’apo
Available at: http://www.
who call themselves Huni Kuin and community were thrown off their lands
elizabethlapensee.com/games/
inhabit the border area between Brazil to make room for cattle raising and
and Peru. The game presents the Huni soy crops for export. They had to take
Kuin to the public at large, through refuge in the forest since the police
their songs, graphics, stories, myths forces destroyed and burned down their
and rituals. Likewise, the producers homes and sacred spaces. The video
of the multi-platform game Mulaka game works like an announcement,
collaborated with the Tarahumaras in newsreel, notice and protest against
the north of Mexico to produce a game these injustices.
based on their spiritual beliefs and Elisabeth LaPensée, a Canadian
everyday life, in particular their ability Indian game developer, artist and
to run long distances in their native professor has collaborated in games
desert wilderness. such as Invaders, Techno Medicine
There are also “serious games” or Wheel, and Survivance, all made to
“activist games,” made to go beyond generate social impact, preserve the
entertainment or leisure and attempt oral history of the diverse groups, and
to transmit some type of message educate players about indigenous
to the player—be it for education, beliefs, values and traditions.20
for publicity or for ideology. Today Through video games, Latin
in Latin America and the Caribbean, American and Caribbean indigenous
educational and activist games are cultures have found a new medium for
developed for many purposes, among the diffusion and preservation of their
which are the promotion of indigenous myths, beliefs, languages and lifestyles.
cultures and consciousness raising of In addition to using them to educate
the everyday problems faced by these and disseminate concepts within
groups. The Paraguayan game Y’apo their own communities, interactive
provides an example of how these games utilize innovative methods
games can spread serious information for conserving and expanding the
and messages: it is a simple game, knowledge of these cultures the world
distributed for free online, which over, and have brought indigenous
documents the displacement of the cultures to groups that otherwise
Y’apo Indians by the Paraguayan would never have been reached.
Video Games: More Than Just A Game - Video Games Can Save the World 17
From
Entertainment
to Sports
traditional game sectors. For some time now, sports Committee considering esports
for bad weather, we hear about a problem with a server. 22 BBC. (2017). Esports:
https://www.telegraph.
What is a fact is that video games Virtual sports players compete in co.uk/gaming/guides/esports-
have begun to be perceived the same a variety of games of different genres. beginners-guide/
way as any live sports match. The For example, League of Legends or Dota
most recent examples have been 2, in the genre of MOBA (multiplayer
the announcements that video online battle arena); Overwatch or the
games would be considered as an Counter-Strike series, in genre of first
exhibition sport in the Asian Games person shooter (FPS); Starcraft, in the
in Jakarta, Indonesia in 2018 and as genre of real-time strategy (RTS); Street
an official sport in the Asian Games Fighter or Super Smash Bros among the
in Hangzhou, China in 2022. Likewise, fight games; FIFA and Rocket League
the International Olympic Committee in the genre of sports games, among
is exploring the possibility of including others.
video games in the upcoming Paris It is almost surprising to see how
Olympics for 2024.21 the professional entertainment of
esports players is very similar to that for
traditional sports figures. Virtual sports
The Esports Mega-Industry tournament players train several hours
a day with a coach, they analyze and
Esports or electronic sports are types observe the games of other teams, carry
of competitions developed for video out physical exercises to keep in shape
games. In 2017, esports brought and work with sports psychologists to
together some 258 million spectators manage stress. All have their sights
around the world. In comparison, the on a common goal: compete for
American National Football League had recognition and for a variety of prizes
204 million spectators during its regular valued up to US$24 million dollars.23
season in 2016. The sustained growth Esports players’ contracts are worth
of video games leads to the prediction thousands or even millions of dollars.
that by 2021, the esports industry Even though a player must be of age
will be worth US$2 billion dollars and to enter into a contract, there are
attract 650 million spectators.22 This many young players who compete in
segment of the industry has become diverse categories. The average age of
an area of opportunity as much for professional players ranges between
developers as for players, investors and 20 and 26 years old. Another type of
fans of video games. team is also appearing where we not
team, 62 year old Monica Idenfors, who Brasil. Available at: https://
benefits that games bring to more mature 26 BBC. (2015). Is computer gaming
players and emphasized the positive really sport? Available at:
effects they experience in terms of levels http://www.bbc.co.uk/guides/
of concentration and mental activity, which zygq2hv
could help reduce some of the mental
27 BBC. (2015).Is computer gaming
effects of aging.
really sport?
really sport?
at: https://lan.lolesports.
form part of the university's esports team while they study 30 Available at:
their degree program? https://esports.xataka.com/
competicion-latinoamericana-
In Brazil there a Brazilian Association league-of-legends
of Esports Clubs (ABCDE)?25
Some studies have shown that that the reflexes and
mental agility of gamers are significantly better than those
of the rest of the population (BBC)?26
A professional esports player carries out more than
300 actions per minute, giving new meaning to the term,
multitasking?27
Given the complexity of games such as the League of
Legends or StarCraft, some scientists consider that certain
video games might serve as better indicators of greater
intelligence than chess?28
The grand final of the League of Legends Latin America
North was transmitted live simultaneously in 100 movie
theaters in 8 countries (Mexico, Guatemala, Honduras, El
Salvador, Costa Rica, Panama, Colombia and Peru)?29
As of 2019, the Latin America South League and Latin
America North League, the two most important leagues of
the continent (not counting CBLoL) will merge into one single
Latin America League, consisting of eight teams and will be
based in Santiago de Chile?30
Video Games: More Than Just A Game - The Business
of Video Games 22
“You have to learn the
rules of the game. And
then you have to play
better than anyone else.”
--Albert Einstein
Video Games: More Than Just A Game - The Business
of Video Games 23
As in many industries, there is no guaranteed road map 31 El Heraldo. (2014). Mujeres
to success and there is no perfect formula for turning principales víctimas del
principales-victimas-del-
been, at one time or another, avid players that decided to candy-crush
A good understanding the video game they consume, or how they pay for
industry will take you much farther. the content they use (do they pay
Video games have easy access to themselves or do their parents pay).
different distribution channels on You should also know what platforms
platforms that include iOS, Android, they prefer, when they play and under
PlayStation 4, Xbox One, Nintendo what conditions (standing on the
Switch, or PC. Nonetheless, it is a highly subway or lying on an armchair at
competitive industry where hundreds of home), how long they play, if they play
video games are created everyday and while doing other things, or whether
distributed on different platforms. they play with the volume turned up
There are no fool-proof formulas for or in silence. Knowing this type of
ensuring success but if you know what information will help you to better
kind of game you want to make, where exploit the characteristics of each genre.
it will be played and for whom it is being As for determining the platform, it
created, it will get you off to a good start. is important to study aspects such as:
which controls will be used most and how
Know What, Where should they be adapted to your game; or
whether or not the game should be made
and for Whom
for a portable device, a tactile device,
Understand the target or should it require an external display.
audience, the genre and the Furthermore, the methods of payment
platform of the game. There is a available on the platforms will define
symbiosis among these three elements which forms of monetization are possible
and dominating them thoroughly will help (micro-transactions, premium, videos).
you obtain a more effective product. To Consideration should also be given to
define these variables, it is necessary to whether or not the platform chosen has
investigate the following. Which games some kind of content restriction (violence,
similar to the one you want to make are nudity, cultural or religious references)
already on the market? What features do
they have in common or what elements Quality. It is important to pay close
could still be explored? What are the attention to every aspect of the video
demographics (age, sex, occupation) of game—from art design, music, game
the target users? For example, in 2014, mechanics and narrative, to performance
the game Candy Crush revealed that its and the absence of bugs (software
players were women between the ages of errors)—will be vital for achieving the
25 and 55 and that 70% of the searches best possible player experience. In the
in Google for the game were being made 2017 report of the US Entertainment
by women.31 You must also know what Software Association (ESA), where they
the game session like what type (local analyzed trends and sales figures by
multiplayer, online, single player) it is and type of game, it showed that the quality
if it is popular on the streaming channels. of graphics was the most important
As for the target audience, it is factor for buyers (68%), compared to
important to determine their aesthetics, price (65%) the level of interest in the
which other entertainment products story (59%) and online gameplay (50%).
Video Games: More Than Just A Game - The Business
of Video Games 24
Thus it can be concluded that graphics to have it carefully planned in a way
are the main factor in the decision on that maximizes the opportunities for
which game to purchase. success. There are various means and
methods to promote a game and some
Originality. Having a product that of the most common and effective are:
is different will make it stand out. This
difference can lie in the type of art, music, Advertising: Just like motion picture
topic, mechanics or any other aspect of producers, large studios use advertising
the game. Each studio will therefore try agencies who are familiar with the target
to find the perfect balance between the markets. Since these agencies know
new and the familiar. Indie studios tend exactly how to speak to each market,
to be more audacious and willing to take they can determine which media or
chances while the large studios behind combination will be most effective:
the AAA games tend to be more risk television, web, promotion with other
averse and conservative in this area. video games, social media, etc.
Scope. Just like other sectors of the Social Media: Social media has been
entertainment industry, sometimes the key to highlighting the advances and
magnitude of a project will depend on news related to video games—above all,
the available budget, the time frame, Twitter, Instagram and Facebook and
the technology, the size and level of specialized forums.
experience within the team and a host
of other factors. Therefore, to ensure Publications in Specialized
the quality of the product and reach Media: Among these are: GamersOn,
the expected level of success, it will from Colombia; Rock Paper Shotgun,
be crucial to carefully define the scope Develop, GamesIndustry.biz from
of the project while keeping these the UK; TouchArcade, Edge Magazine,
restrictions in mind. GamesBeat, GameSpot.com, Gamasutra.
com, and Polygon.com from the US; and
Funding. There are various Gamereactor, from Europe. Previews and
mechanisms for financing video game promotional features that allow players to
developments: self-financing, publishers follow the creative process are some of the
(the person who strategically invests ways to garner interest and end up with a
and distributes the video game), larger number of players.
crowdfunding platforms, public funding
and the investments that are generally Consumer Events: There are a great
made by the larger video game studios. number of events around the world that
attract the public to video games and
The Launch. The way a game goes their studios. Among them are: E3 and
live can largely define how a video PAX in the US, Gamescom in Germany;
game will be received by the consumer. EGX in the UK, and G-Star in South Korea.
Launching it in only a few markets (soft- Reviews or pre-release features that
launch) or coming out with an Alpha allow players to follow up on the process
or Beta version (unfinished versions) of creation will increase expectations
are strategies that provide a chance to and thus a greater number of players.
polish the final details by utilizing the
comments of the players. The right date Developer Events: There are various
of the launch can determine whether a annual events where the industry comes
game will break through or be lost in a together with spaces dedicated to firms
sea of new launches. and developers. Some of these are: Game
Developers Conference (GDC) in the
Promotion Channels US; Gamescom in Germany and Tokyo;
Game Show, in Japan; Gamelab in Spain;
Promotion is part of the development Develop in the UK; Game Connection in
of a video game and it is necessary France; or BIG in Brazil.
Video Games: More Than Just A Game - The Business
of Video Games 25
How are Video
Games Financed?
Events in Latin America
There are various mechanisms for
financing video game developments, Argentina Uruguay
although it can be said that currently Exposición de Videojuegos Level Uy
the most common method in Latin Argentina (EVA) Web: http://leveluy.com
Web: expoeva.com Fechas: 12 y 13 de diciembre
America is self-financing. From the
Fechas: 1, 2 y 3 de noviembre Lugar: Torre de las
sample of games from the video game Lugar: Centro Cultural de la Ciencia, Telecomunicaciones, Montevideo
studios, 220 were self-published. This Ciudad de Buenos Aires
Gamelab Montevideo
means that they were not necessarily Argentina Game Show Web: http://www.gamelab.es/
inked to a publisher, which generally Web: argentinagameshow.com eventos/montevideo/
takes a percentage of the profits in Fechas: 26, 27 y 28 de octubre Fechas: 27 de noviembre
return for some type of funding. Lugar: Costa Salguero, Ciudad de Lugar: Torre de las
Buenos Aires Telecomunicaciones de Antel,
The main funders of video game
Montevideo
have historically been publishers, such
Brazil
as EA, Square Enix, Capcom, Nintendo, Brasil Independent Game Peru
and others, who play a role very Festival (BIG) Más Gamers Festival
similar to record labels—that invest in Web: http://www.bigfestival.com.br Web: festival.masgamers.com
exchange for distribution rights. Fechas: 23 de junio al 1 de julio Fechas: 31 de agosto y 1 y 2 de
Lugar: San Pablo y Río de Janeiro septiembre
Their role had been fundamental,
Brasil Game Show Lugar: Centro de Exposiciones
given that games required physical Jockey, Lima
support that was very costly and Web: brasilgameshow.com.br
Fechas: 10, 11, 12, 13 y 14 de
inaccessible to the majority of octubre
Costa Rica
developers. Now, with the growth of Game Com - Connecturday
Lugar: Expo Center Norte, San Pablo
the number of developers and digital Web: fb.com/Connecturday
Fechas: 24, 25 de noviembre
distribution, the relationship between Colombia
Colombia 4.0 Lugar: Museo de los Niños, San José
studios and publishers has changed.
Web: http://col40.co
Today their main function is not about Mexico
Fechas: 23, 24, 25 y 26 de octubre
financing games but about promoting Lugar: Corferias, Bogotá Pixelatl
them, improving their exposure and Web: elfestival.mx
increasing the number of players. They Chile Fechas: 4, 5, 6, 7, 8 de septiembre
Semana del Videojuego Chile Lugar: Cuernavaca, Morelos
can also help studios improve their
Checkpoint, http://videogameschile.
games by providing various types of Paraguay
com/news?nid=6&n=vg_
support and assistance as necessary. chile_anuncia_su_evento_
GameDevPY
For a game to attract the interest of a anual_%22checkpoint_2018%22.
Web: fb.com/
publisher, it should have undergone events/197429891055824/
Festigame Fechas: 31 de mayo
a year or two of development or Sitio web: festigame.com Lugar: Universidad Autónoma
have enough maturity to show its Fechas: 3, 4, 5 de agosto de Asunción, Asunción
potential. Otherwise it is difficult to Lugar: Espacio Riesco, Santiago
reach an agreement if there is nothing
convincing to show.
Other sources of financing are
public funds and incentives that have
played a key role in the industry in
many countries. These funds allow new
independent creators to come into the
video game sectors with the greatest
potential for growth.
In France in 2007, under the
management of the Centre National du
Cinéma et de l’Image Animée (CNC), a
Source: En la siguiente página web pueden ver un listado más
fiscal incentive plan was instituted for
exhaustivo de otros eventos: http://www.eventsforgamers.com/
video game development firms. Under
certain conditions, these fiscal incentives
Video Games: More Than Just A Game - The Business
of Video Games 26
offered a tax credit equivalent to 20% video game developers to recover 20%
32 Gobierno de España. (2018).
of the total expenditure assigned of their production costs. To be eligible,
FEDER. Available at: http://
directly to the creation of a video game. the game must pass the “cultural
www.red.es/redes/es/
In addition to providing incentives for test” of the British Film Institute (BFI)
actualidad/magazin-en-red/
keeping talent from leaving the country, where, for example, the competing
redes-abre-una-convocatoria-
the plan has had an economic impact. video game studio must be responsible
que-movilizar%C3%A1-625-
For example, for every euro paid in tax for the majority of the planning,
millones-de-euros-para-el
credits for video games, eight were design, development and testing of
invested in the sector and the tax the game. Requirements such as the 33 Available at: https://
authorities collected nearly €1.8 in tax preservation of the language and the use www.argentina.gob.ar/
and social security income. of UK cultural identity are given a high financiamiento-para-
by KPMG in 2017, tax credits helped and preserve the cultural identity of 34 J. Johnson. (2017). Will Games
to reduce labor costs by between the country. Become Brazil’s Next Big
17.5 and 50%. In total, there is a cost In Argentina, the Ministry of Export? Available at: https://
advantage of 30.6%, compared to the Production and Labor has various funds iq.intel.com/will-games-become-
US. It is worth emphasizing that the for entrepreneurs. The Seed Fund brazils-next-big-export/
matchmaking service of the Canadian finances up to 250,000 Argentine pesos;
Trade Commissioner Service, together the Acceleration Fund finances up to
with the financing from the Media Fund 50,000 Argentine pesos for technological
Canada, has helped to internationalize or social entrepreneurships, and an
independent game studios by giving entrepreneurship expansion fund has
them visibility and increasing the been established for those firms with
demand for the studios. In 2016, the a high degree of differentiation and
industry employed some 20,400 innovation that have a potential for
persons in more than 470 studios and growth on a global scale. Fiscal benefits
contributed $3 billion dollars to the include the possibility to deduct up to
country’s GDP. 75% of the start-up investment from the
In Spain in 2018, the Ministry tax on profits, as long as the amount does
of Energy, Tourism and the Digital not surpass 10% of net annual profit.33
Agenda, through the public entity, In Brazil, the National Cinema
Red.es, set up the Program to Impulse Agency (Ancine) provides opportunities
the Video Game Sector that managed for Brazilian video game developers. The
to mobilize 6.25 million euros. The program selects the games with the
minimum quantity deliverable to greatest potential and provides funding
each project was €20,000 euros in turn for a percentage of the profit.34
and the maximum was 80% of the In Chile, the Corporation for the
budget up to a maximum of €150,000 Promotion of Production (Corfo) through
euros per beneficiary. There was a the Program of Creative Industry,
competitive process for securing the offers various lines of support for
funding financed by the Pluri-Regional financing activities in various stages of
Operative Program of Spain 2014- production: development, international
2020, part of the European Regional and domestic commercialization, and
Development Fund (FERDER)32. internationalization. The first criteria
In the United Kingdom, the Video focuses on support for the initial stage of
Game Tax Relief program allows video game production so that enough
Video Games: More Than Just A Game - The Business
of Video Games 27
of the basic product can be seen destined to financing or refinancing, via
35 Corfo, 2018. Available at:
to attract funding or investors and credit, activities and projects linked
https://www.corfo.cl/sites/
then move on to the next stage of to the creative economy that include
Satellite?c=C_NoticiaNacional
production. Support for international video games within the category of
&cid=1476719123712&d=Touch&
and national market presence focuses content software. The objective of this
pagename=CorfoPortalPublico%
on strengthening the marketing initiative is to incorporate new actors
2FC_NoticiaNacional%2Fcorfo
campaign in different territories, since that believe in the benefits of investing
DetalleNoticiaNacionalWeb
it is necessary to have a publisher in business projects based on creativity
in order to begin an international and intellectual property.37 36 Available at: https://www.
It should be pointed out that the are two other initiatives, organized by default/files/terminos_de_
video game industry in Chile is one the Ministry of Information Technology referencia_parte_i_capital_
in the entertainment industry. By the Ministry of Culture, respectively. 37 Available at: https://www.
2015, there were already more than Through calls for proposals, the bancoldex.com/noticias/que-
36 video game studios or firms that selected high-potential video games son-los-bonos-naranja-2331
created 160 PC, console, mobile are given economic support and then,
38 Available at: http://www.
and web browser games in HTML5 together with other products of the
mincultura.gov.co/areas/
format, generating nearly US$13 orange economy, they are monetized
comunicaciones/convocatorias/
million dollars in video game services, and commercialized in international
creadigital2018/Paginas/
according to VG Chile (VG), an markets.38
default.aspx
association of the major firms in the In Uruguay, video games developed
industry.35 for export, which covers the majority, 39 Available at: https://
In Colombia, Since 2012, are free from paying corporate income www.dgi.gub.uy/wdgi/
with the Ministry of Culture, has made for domestic consumption are 89,preguntas-frecuentes-amp
given support to the cultural and exempt from paying value-added tax. liacion,O,es,0,PAG;CONC;1017
creative industries within the orange The Office for Telecommunications ;8;D;esta-exonerada-de-irae-
economy. The Orange Law, passed and Audiovisual Services (MIEM- la-produccion-de-software-
in 2017, will reinforce this support Dinatel) issues calls for proposals destinados-al-exterior-
even more. From its start, this entity focused on funding for video games. soporte-logico;2;PAG
has implemented various instruments For example, in 2018 it awarded two 40 Available at: http://www.anii.
of support for the different stages prizes of approximately US$50,000 and org.uy/apoyos/innovacion/119/
of development in the firms and has US$20,000 dollars.40 actividadesde-fomento-para-
concentrated on three basic fronts: These are only some examples industriascreativas/
co-financing (or non-refundable and it is important to note that in Latin
resources), credit, and private America there are a variety of calls
investment. Much of this funding is for proposals that focus mainly on the
granted through calls for proposals or internationalization and export of games,
rediscount financing issued through which is key to giving them visibility.
Bancóldex.36 Orange Bonds, launched Crowdfunding, which also provides
in 2018 by Bancóldex, are the first part of the funding for video games,
world-wide emission for financing increased between 2013 and 2015.
the orange economy. This financial Under this system, future players can
instrument functions like any other finance the development of a video
ordinary bond but its resources are game by pre-ordering the game in
Video Games: More Than Just A Game - The Business
of Video Games 28
advance. In Latin America, there are acquired by Jam City, a video game
several successful cases on Kickstarter. studio from California.46 Although
41 Asylum the Horror. (2013). En
com: In 2013, Argentine developer there has been a sustained growth of
Kickstarter. Available at:
Agustín Cordes, released the game investors within the industry that have
https://www.kickstarter.com/
Asylum the Horror,41 which attracted confidence in Latin American studios,
projects/agustincordes/asylum-
3,169 pre-orders, securing nearly there is still a long way to go for these
kickstart-the-horror
US$120,000 dollars.42 That same year, studios to make themselves known in
Behold Studios from Brazil, with the the market and attract domestic and 42 F. Borjas. (2015). Shenmue
game Chroma Squad, attracted 3,964 international investors. We need more III y los 10 videojuegos más
sponsors who contributed R$97,148 and more cases like Brainz so that exitosos de Kickstarter.
Brazilian reales.43 In 2015, Alonso investors can see our region as a new Juegosadn,eleconomista.
Martin from Mexico, with the game financial destination. es. Available at: https://
who contributed $232,365 Mexican in 2017, Latin America is already the es/shenmue-iii-ylos-10-
pesos to help give life to this project.44 second-fastest growing video game videojuegos-de-mas-exito-de-
In the 2019 report of the “State of region, with 13.5% growth year to year, kickstarter-ar-2573/
the Game Industry” (GDC), however, behind Asia’s 16.8%. This represents an 43 Kickstarter. (2013). Available
some 47% of developers expressed opportunity for our video game studios at: https://www.kickstarter.
that the were not interested in using and for future talent that would like com/projects/1893273284/
crowdfunding, as opposed to the 26% to enter the industry. Finally, it should chroma-squad-managergame-
who said that they were interested not be forgotten that in order to be with-japanese-
in trying it, although they had not yet attractive to investors, there must be stylesupe?ref=discovery
done so.45 more than a good idea. Video games are
44 Kickstarter. (2015). Available
Investors have begun to see video entrepreneurships like any other, and
at: https://www.kickstarter.
games as an opportunity. In 2018, they have to be backed by a good team
com/projects/1893273284/
the video game Brainz, from one of of workers and a global vision that allow
chroma-squad-manager-
the leading Colombian studios, the them to create more universal products
game-with-japanese-style-
creators of World War Doh, was for competing in a global market.
supe?ref=discovery
venturebeat.com/2018/03/14/
jam-city-acquires-brainz-the-
makers-of-award-winning-indie-
world-war-doh/
Video Games: More Than Just A Game - The Business
of Video Games 29
Giants in the Latin
American Industry
Globant
This is the fastest-growing information technology service
firm for outsourcing in Latin America. It has become a leader
in software (whose local industry generates a total of $2.97
billion dollars annually, according to CESSI, the Argentine
Software Chamber) and has been the subject of business cases
at Harvard Business School, MIT Sloan School of Management
and Stanford. With over 2,500 employees and sales of US $90
million dollars a year, it has offices in Argentina (Buenos Aires,
La Plata, Córdoba, Chaco, Tandil, Rosario and Bahía Blanca)
Uruguay (Montevideo), Colombia (Bogotá), the UK (London), and
the US (Boston and San Francisco), which is responsible for 80%
of its production. Among its clients are Google, Yahoo!, Coca-
Cola, the Santander Group, Renault and LinkedIn. It currently
exports 95% of its production. Last year, through the acquisition
of Nextive, a firm with 130 employees and sales of US$10 million
dollars, it opened the way to positioning itself in the segment of
mobile and social network entertainment.
Brainz
Alejandro González and Jairo Nieto founded Brainz Games
in Bogotá, Colombia, in 2011. Since its creation, it has
developed four mobile video games, which to date have
been downloaded over 5 million times in some 160 countries
around the world. When they started out, they received the
support of two angel investors and later formed part of the
portfolio of Promotora, the most important Colombian risk
capital fund. Most recently in 2018, it was acquired by Jam
City, a world leader in mobile games with iconic brands such
as Harry Potter, Family Guy, Marvel Avengers, and Futurama.
Brainz’s next launch will be World War Doh, a still-unreleased
strategy game, which has already won Apple’s award for the
Best of 2017, in the category of Tech and Innovation, as well
as the prize, Best in Show: Audience Choice, in the 2017
Casual Connect USA Conference.
Video Games: More Than Just A Game - The Main Challenges Facing the Video Game Industry in Latin America 31
Frank Capra, the Italian-American director and 47 A. Heim. (2012). Social gaming
winner of three Oscars in the thirties and forties, in Latin America: Beyond the
said that movies are one of the three universal challenges, an opportunity to
an-opportunity-to-seize/
games, where all the elements are used to seduce
48 GSMA. (2017). The Mobile
an audience of millions, no matter what their age? Economy Latin America and the
at: https://www.gsma.com/
In the same way that the universality some content incomprehensible latinamerica/mobile-economy-
of the languages of cinema and music without the due localization. All of latin-america-caribbean-2017/
have been able to reach and excite all these processes are costly and require
49 A. Heim. (2012). Social gaming
ages in even the most remote places. an analysis of return on investment of
in Latin America: Beyond the
In the world of entrepreneurships, the associated costs.
challengues, an opportunity to-
the universal language emerges by
seize. Available at: https://
accommodating products to the
Monetization thenextweb.com/la/2012/06/17/
needs of the regions; that is, that they
social-gaming-in-latin-america-
undergo an adaptation, where products It is critical to understand the Latin
beyond-the-challenges-an-
that already exist are modified to fit American market in order to develop opportunity-to-seize/
into the local market and become a strategy for monetizing video games.
successful. Video games face a similar For example, A. Helm pointed out in 50 Available at: https://blog.
this is not the only one. In the following internet users state that one of the las-3-estrategias-de-la-
sections, we will discuss various main reasons that they do not purchase
monetizacion-de-videojuegos-
Video Games: More Than Just A Game - The Main Challenges Facing the Video Game Industry in Latin America 32
to invest in data analysis to understand
how users download and what are their
preferences. The investment in the
data analysis will also help understand
players and make informed choices
regarding the best monetization strategy.
Monetization models
for video games can be
classified into six categories:
https://www.researchgate.net/
publication/319665976_Current_
Revenue_Monetisation_Models_of_
Video_Game_Developers
Video Games: More Than Just A Game - The Main Challenges Facing the Video Game Industry in Latin America 33
Promoting Games optimizing mobile apps is to improve
51 ASO Marketing Móvil. Studio34.
and Attracting Users their positioning in online searches
Available at: https://www.
or in the categories of the app stores
estudio34.com/aso-marketing-
Among the major challenges that affect such as Google Play and AppStore.
movil/ (consulted in 2018).
the promotion and capture of users is The point is to optimize the visibility
the access to data on potential users in of the game and thus increase the 52 M. Barclay. (2016). Latin
the target market. Another challenge is number of downloads or installations.51 America’s video game industry
the cost of promotion on social media, Nonetheless, because of their high is booming. Here’s why this is
which is necessary for attracting a larger costs, these promotion schemes good for the region. Available
audience, but we know that marketing often put Latin American studios at a at: https://www.weforum.org/
in social media is not sufficient and that disadvantage because they have to agenda/2016/06/the-importance-
applications to be visible, they have compete with thousands of games all of-video-games-for-latin-
to be featured in specialized stores. over the world that are published every americas-creative-economy/
54% Forums
Twitch streamers
50%
57% Paid publicity
Video Games: More Than Just A Game - The Main Challenges Facing the Video Game Industry in Latin America 34
Promoting international games in the business opportunity by manufacturing
53 Tech in Brazil. (2015). The
Latin American market can also be a their consoles in the country. With piracy,
Market for Video Games in
challenge because of the logistical and everyone loses: the public sector, the
Brazil. Available at: https://
regulatory barriers that increase the private sector, the creative talent and
techinbrazil.com/the-market-
price of the game. One notable case is the potential workers who could enter
for-video-games-in-brazil
the price of international video games this industry.
in the Brazilian market, which have 54 Alianza TV. (2016). South
increases the price for the final user Known Internationally NetnamesAlianzaReport012016.pdf
by more than 70%, while other factors 55 Alianza TV. (2016). South
such as transportation and distribution One of the great challenges for video
America Television Piracy
also increase the cost.”53 game studios is getting their products
Landscape. Ibid.
recognized internationally. Having
the right networks, participating in 56 J. Johnson. (2017). Will Games
The Black Market and Piracy business forums, exhibiting products at Become Brazil’s Next Big
of South American users used P2P, Trade promotional agencies and Professional. Available at:
compared to 16.3% globally. This business groups in the industry of each https://www.igda.
higher level of P2P files is caused country play important roles in the org/?page=chaptersprofessional
Video Games: More Than Just A Game - The Main Challenges Facing the Video Game Industry in Latin America 35
The Federation of Video Games of
Latin America: It was founded by the
major Latin American associations of
video game developers and represents
the firms, studios and business
persons dedicated to the development,
promotion and growth of the industry.
Among the countries in the Federation
are Argentina, Brazil, Bolivia, Chile,
Colombia, Costa Rica, El Salvador,
Mexico, Peru, Paraguay and Uruguay.
ADVA AVES
adva.vg El Salvador
Argentina
AMDV
BGD fb.com/mexicogames
abv.org.bo Mexico
Bolivia
CVA
Abra Games cva.pe/
abragames.org Peru
Brazil
IGDA Paraguay
VG Chile igda.org/members/group.
videogameschile.com aspx?code=paraguay
Chile Paraguay
COVA CAVI
fb.com/igdacolombia cavi.uy
Colombia Uruguay
ASODEV
fb.com/Asodev-Costa-
Rica-154167465255847
Costa Rica
Video Games: More Than Just A Game - The Main Challenges Facing the Video Game Industry in Latin America 36
Among the initiatives of governments, such as Game Connection Americas in
59 Brazilian Game Developers
public-private alliances, and regional San Francisco, Gamescom in Cologne,
Association. Available at:
programs are the following: Germany, Big Festival in Brazil, and
http://www.braziliangame
Ronda Eva in Buenos Aires, where they
developers.com.br/about.html
The Brazilian Export Program are given a stand, and an agenda for
(Consulted in 2018).
for Game Developers (BGD meetings and business round tables.62
Export): Created by the Brazilian Game 60 J. Johnson. (2017). Will Games
Developers Association (Abragames), in The Investment and Foreign Become Brazil’s Next Big
association with Apex- Brazil, the Agency Trade Promotion Agency (InvestBA), Export? Available at: https://
for Investment Promotion and Trade, of the Under-secretariat for Economic iq.intel.com/will-games-become-
games industry internationally by Economics and Finance of Buenos Aires: 61 ProChile. Available at:
developing new business opportunities This is an agency which, in addition to https://www.prochile.gob.cl/
for the firms.59 This program covers the offering custom-made missions, training promociona-tus-productos-y-
registration fee of video game creators in for the internationalization of firms and servicios-en-el-extranjero/
the key events of the industry, including an international collaborative network ferias/ (consulted in 2019).
the Game Developers Conference, (GDC) of Argentinians around the world, has
62 Available at: http://www.
in San Francisco and Gamescom in three different modalities of support for
inversionycomercio.org.ar/
Cologne, Germany.60 studios or video game developers. At a
quienes_somos.php
sectorial level, it works alongside The
ProChile: Is the institution of the Argentine Video Game Development
Ministry of Foreign Relations of Chile in Association (ADVA) where they have a
charge of promoting the country’s goods co-financing plan (70% InvestBA, 30%
and services exports. This institution, ADVA). InvestBA chooses their clients
through competitions, offers the by announcing a call for proposals for
opportunity to participate in international the selection of firms. Their support
video game fairs; for example, Game consists of guidance for executing
Developers Conference in San Francisco, an internationalization plan, which
and Gamescom in Cologne, Germany. can range from attending high level
The winners of these competitions conferences to organizing meetings with
receive financial support, the investors. This initiative also includes
coordination of meetings with potential an invitation from international buyers
buyers, trade missions, and orientation to the Argentine Video Game Exposition
for establishing offices abroad61. (EVA), organized by the ADVA and
considered one of the most important
The Argentine Agency for video game development events for
International Investment and Trade: the local industry. The second modality
This is a public-private entity that works is through the global entrepreneur
on a variety of activities dedicated program, which establishes linkages
exclusively to the internationalization with potential partners or investors
of firms in the video game sector and and can lead to support for travel and
access to global market opportunities entry fees for events or conferences
through the creation of custom-made such as Games Connection and
action plans for each firm. The plan can Game Developers Conference in San
include training in areas that range from Francisco. The third modality is through
developing business models for video their exchange programs where they
game studios to legal aspects and the have agreements with different cities.
acquisition of certifications required For example, through the agreement
to remain competitive in the global with Paris & Co., the Paris Agency for
market. This support is provided through Economic Development and Innovation,
two programs: Entrepreneur Passport an entrepreneur can travel to Paris for
and Soft Landing, whose objectives a month to participate in workshops
are the training for establishing offices and meet with potential publishers
abroad and trade promotion in events or investors.
Video Games: More Than Just A Game - The Main Challenges Facing the Video Game Industry in Latin America 37
ProColombia: Is the entity in charge industries. The event is attended by
of promoting tourism, foreign investment delegations of producers, buyers and 63 Available at: http://www.
in Colombia, non-mining and non-energy sellers in the industry, including some procolombia.co/compradores/es/
exports, and the image of the country. from outside the region. For example, in explore-oportunidades/animaci-
n-y-videojuegos-0
ProColombia supports the animation and Argentina, the call for participating in the
video game sector because it considers delegation is carried out by the Cultural 64 Available at: http://www.
that Colombia’s talent can make greater Board. The next Micsur event will take colombiabringiton.co/comprador
Video Games: More Than Just A Game - The Main Challenges Facing the Video Game Industry in Latin America 38
Video Games Events
Latin America
Events For Consumers For Developers & the Caribbean International City
Argentina Game Show Argentina Buenos Aires
Brasil Game Show Brazil São Paulo
Brasil Independent Game São Paulo, Rio de
Brazil
Festival (BIG) Janeiro
Casual Connect Europe UK London
Casual Connect US San Francisco
ChinaJoy China Shanghai
Colombia 4.0 Colombia Bogotá
Devcom Germany Cologne
Develop Conference UK Brighton
DICE Summit US Las Vegas
E3 US Los Angeles
EGX UK London
Exposición de Videojuegos
Argentina Buenos Aires
(EVA)
Festigame Chile Chile Santiago
G-Star South Korea Busan
Game Com - Connecturday Costa Rica San José
Game Connection Americas US San Francisco
Game Connection Europe France Paris
GameDevPY Paraguay Asunción
Gamelab Barcelona Spain Barcelona
Gamelab Montevideo Uruguay Montevideo
Games for Change Festival US New York
Gamescom Germany Cologne
GDC (Game Developers
US San Francisco - Paris
Conference)
Level UY Uruguay Montevideo
Más Gamers Festival Peru Lima
Nordic Game Conference Sweden Malmö
PAX East US Boston
PAX South US San Antonio
PAX West US Seattle
PG Connects Helsinki Finland Helsinki
PG Connects London UK London
PG Connects Seattle US Seattle
Pixelatl Mexico Cuernavaca Morelos
Semana del Videojuego Chile Chile Santiago
Tokyo Game Show Japan Tokyo
For a more exhaustive list of other events, see: http://www.eventsforgamers.com/
Video Games: More Than Just A Game - The Main Challenges Facing the Video Game Industry in Latin America 39
According to Latin Solidaria, “collective such as the Super Bowl and the World 65 Available at: https://
financing platforms also represent an Cup tournaments. solidaridadlatina.com/
opportunity for video game creators, actualizacion-es/videojuegos-
since by presenting their idea, they can Intellectual Property: populares-financiados-con-
measure its success or relevance and A Mile to be Run crowdfuding/
at the same time secure funding.” In
66 Kickstarter. Available at:
the section, “How are Video Games In conversations with Micaela
https://www.kickstarter.com/
Financed?” we show some Latin Mantegna, a video game specialist and
projects/obsidian/project-
American cases of crowdfunding founder of @Geekylegal, an initiative
eternity (Consulted in 2019).
that were able to attract more than that disseminates the importance of
US$200,000 dollars to finance their intellectual property rights as they 67 Kickstarter. Available at:
games. Today we can assert that relate to technology, explains, “We https://www.kickstarter.
although crowdfunding has lost some should not only think of video games com/projects/larianstudios/
of its popularity, in 2017 alone, video but also of all the products, services divinity-original-sin-2
game developers managed to secure and contents that are derived from (Consulted in 2019).
US$25 million dollars from this this industry, such as the YouTube and 68 Wikipedia. (2018). List of
platform.65 Crowdfunding has funded Twitch channels dedicated to games, highest funded crowdfunding
some of the most highly acclaimed esports events, financing platforms, projects. Available at:
indies, such as Pillars of Eternity, which content development platforms and https://en.wikipedia.org/
in 2012 attracted 73,986 patrons, the influencers that appear every day wiki/List_of_highest_funded_
who contributed some US$3,986,929 promoting different brands, games….” crowdfunding_projects
dollars,66 or Divinity Original Sin 2 that The variety of options generated by
69 Idbconnect. (2016). Available
in 2016 brought in US$2,032,434 this industry is highly complex and
at: https://www.idgconnect.
dollars from 42,713 patrons.67 makes it all the more challenging to
com/idgconnect/analysis-
The integration of new technologies understand how to protect the rights of
review/1013575/latin-america-
into video games is also an opportunity creators. In December of 2017, more
vr-contender
to attract new patrons through than 50 million children and teens
crowdsourcing. Prior to 2017 when visited Roblox, the platform that offers 70 Available at: https://www.
the race to finance technology through an opportunity for young users to create, statista.com/statistics/443147/
blockchains began, the 6 out of 10 share, play and win money.71 This estimate-of-global-
highest-grossing crowdfunding ventures platform, for example, clearly describes marketrevenue-of-esports-by-
were in video games, mobiles and who can use the materials it offers and region/
portable electronic accessories.68 how.72 Nonetheless, there are many 71 Available at: https://www.
Augmented and virtual reality (AR/VR) other instances where rights at are not forbes.com.mx/esta-pagina-
offer unique experiences and the quality necessarily well-defined nor do they tiene-mas-visitas-de-jovenes-
continues to improve over time. It is know how to safeguard the creation of que-netflix-y-youtube/
difficult to know if they will effectively all the products and services that are
72 Available at: https://
transform the video game industry generated in the industry.
en.help.roblox.com/hc/en-us/
but it is a sector of technology which, We asked Micaela Mantegna what
articles/206388086-Can-I-Use-
according to MarketsandMarkets, is would constitute the extent of the
Copyrighted-Material-on-Roblox-
estimated to globally reach US$15.89 protection afforded to the thousands
billion dollars by 2020, with an annual of video game studios. Would it be like
growth rate of 49.61%.69 the fashion industry where only the logo
Likewise, esports presents has to be registered or can any YouTuber
an opportunity to attract foreign monetize the content by simply playing
investment. Currently some 45% of the game? She confirmed for us that
esports profits are generated in Asia, many of the derivative works from video
36% (US$392 million dollars) in the US, games, such as video games that are
and Latin America trails far behind at played in esports tournaments, are
only US$1.1 million of the 2017 global protected by copyright. Whether or not
market,70 Nonetheless, this industry has it is permitted to charge for these games
an unexploited potential for growth that varies according to the game or platform.
could reach levels comparable to the Since this situation can change, no one
major professional sports leagues in the can be certain that in the future some
US and Canada (NFLA), and with events company won’t allege that its rights
Video Games: More Than Just A Game - The Main Challenges Facing the Video Game Industry in Latin America 40
have been infringed upon and impede as a finished product, but protection can
players from transmitting its games in also be given to each element of a game,
a sports championship or on a Twitch such as its software, art, music, design,
streaming if they do not have a license scripts, characters, etc. Copyrights
to do so. The creators of content have protect the artistic intellectual creations
to keep in mind that broadcasting rights as long as they comply with the
for events is a profitable business for requirement of being original. They do
many industries such as television, not necessarily have to be innovative
and internet platforms. The infraction or novel, because in the context of
of the terms and conditions, even if copyrights, “originality” means that a
unintentional, exposes them to the work is different from what has been
closing of accounts and therefore to the created previously. In some specific
loss of their followers.” cases, when an element complies with
The importance of intellectual the requirements of several categories,
property laws is a pending topic in Latin the protections on the same element
America and the Caribbean and it should can overlap without being exclusive. It
be shared and studied by all creators is important to point out, however, that
and entrepreneurs. To facilitate an copyrights do not protect an idea, only
understanding of what can actually be the concrete expression of an idea that
registered, we have prepared a checklist is consolidated into a particular work.
and some suggestions on the topic. The easiest way to understand this
concept is to think that an idea might
What Can We Protect in the be a game about “heroes that save
Development of a Video game the world from the forces of evil,” and
and How Can We do It? that the “concrete expression” could
be things as different as Mass Effect,
The development of a video game is a Space Channel 5 or Tomb Raider.
process that involves various elements The following table shows some
that can all be protected by different of the most common options for
intellectual property tools. The most protecting the elements of a video
common are: copyrights, trademarks, game. Since the limits of each element
patents, and trade secrets, where each are somewhat imprecise and there
of them covers a certain aspect of the can be some overlap, in each case, a
game. A video game can be protected copyright attorney should be consulted.
Video Games: More Than Just A Game - The Main Challenges Facing the Video Game Industry in Latin America 41
What Can We Protect in Video Game Development?
Fictional characters
Music
Video Games: More Than Just A Game - The Main Challenges Facing the Video Game Industry in Latin America 42
Since Video Games Are Be sure to register your 73 Available at: https://
Complex Intangible Assets, trademarks: When developing a malditosnerds.com/opinion/
Here Are Some Useful trademark, make sure that it Is not similar GEEK-Y-LEGAL-Guia-Legalpara-
to another that already exists in the same
Suggestions: Desarrolladores-de-
category or that can lead to confusion. Videojuegos-20190207-0007.html
to have a confidentiality agreement and, in special cases, even the name of 76 Ibid.
Video Games: More Than Just A Game - The Main Challenges Facing the Video Game Industry in Latin America 43
Three Concepts You Should Understand
Before Making Your Game
Once a game has been released to The concept of originality. Intellectual Property refers to
the public, there is no copyright law Within copyright protection, the term, creations that come from the mind:
that keeps others from using similar “originality” means that there is a new inventions, literary and artistic works,
or common principles or elements to creation that has characteristics that as well as symbols, names and
create other games. They cannot be can be differentiated from others of images utilized in commerce. Patents,
protected unless their identities can its kind and that it is not a copy of copyrights and trademarks are
be clearly recognized. No protection something that already exists. It does protected through legislation which
is provided for genres, only for the not have to be something completely makes it possible to gain recognition
concrete expressions of each creation. new or that had not been expressed or earnings from inventions or
Copyrights guard the expression of before. It is enough to have a minimum creations. By balancing the interests of
each creator only to the extent that of originality to be automatically innovators with the public interest, the
it is expressed in literary, artistic or protected. This does not imply any system of intellectual property fosters
musical form. judgment of the content or aesthetic a suitable environment for creativity
value of the creation. Copyrights gives and innovation.
the author just as much protection for a
child’s sketch as for the masterpiece of
a famous artist.
Video Games: More Than Just A Game - The Main Challenges Facing the Video Game Industry in Latin America 44
The Phenomenon
of the Video Game
Industry
Video Games: More Than Just A Game - The Phenomenon of the Video Game Industry 45
Since their beginnings, both the consumption and the 78 Google. (2014). Preguntados:
419/recursos-y-herramientas/
developers target the global market, connecting with
m%C3%B3vil/preguntados-app-
players and markets around the planet. latinoamerica/
79 S. González. (2017).
Over the last few decades, the and indirect jobs.79 Therefore it is not
México, sexto exportador
prospects for collaboration between surprising that in 2017 the Argentine
en animacióny videojuegos.
video game producers in Latin America video game industry exported 95% of
Available at: http://www.
and the Caribbean and global video its creations, mainly to the US, Europe
jornada.com.mx/2017/10/09/
game firms have grown considerably. and Asia.80
economia/025n1eco
The prospects are now greater for From the first machine video games
the region’s studios to successfully that appeared in bars, restaurants and 80 El Día. (2018).
make their products known to the rest shopping centers in the late seventies Videojuegos argentinos
of the world and reach players who will and early eighties, to the casual games material deexportación.
download virtual copies of their games that are manipulated today on mobiles Available at: https://
on virtual distribution platforms such as and social networks, there have been www.eldia.com/nota/2018-
PlayStation Store, Xbox Live and Steam. notable cases of multinational firms 3-18-7-38-36-videojuegos-
The vast majority of Latin American with branches and operations in Latin argentinosmaterial-de-
and Caribbean studios develop video America and the Caribbean. In Brazil, exportacionrevista-domingo
games for export, tailoring their design several key cases can be seen: for
to fit the tastes of a global public. The example, SNK, the Japanese giant from
objective of many independent studios the seventies and eighties who was
is to produce a hit game, such as the responsible for series such as King of
Uruguayan Kingdom Rush, that has Fighters and Metal Slug, established
earned a Metacritic review of 89% or a manufacturing and distribution
Trivia Crack, a question and answer center there in the early eighties, As
game from the Argentine studio a result, these games became more
Etermax, with some 77 million players accessible and thus more popular
in 22 countries.78 There are obvious around Brazil and neighboring
incentives for regional developers to countries. Nonetheless, the Brazilian
look beyond their national borders company, Tectoy and the Japanese
when promoting their products. Mexico, firm Sega were the ones to establish
for example, was recognized as the more long-lasting inter-regional
sixth most important world exporter in relations, with the Brazilian company
animation, video games and software, becoming the official representative
an industry that was responsible for of the Japanese firm for the Brazilian
over 7.4% of its country’s GDP as market. Tectoy was responsible for the
well as for some two million direct linguistic and cultural adaptation of
Video Games: More Than Just A Game - The Phenomenon of the Video Game Industry 46
Sega’s most popular games, publishing Konami had already announced that 81 P. Penix-Tadsen. (2016)
dozens of localized titles, including sales of Pro Evolution Soccer 2012 had Cultural Code: Video Games and
Mônica no Castelo do Dragâo (1991) already gone over a million copies and Latin America, 109-110.
and Chapolim x Dracula. Um Duelo that they would give a discount to Latin
82 F. Rubio. (2012).
Assustador (1989) over the decades American players in order to maintain
Gamers’latinos impulsan
of the collaboration. This collaboration their loyalty.83
a Konami.CNN Expansión,
resulted not only in the success of It wasn’t until early 2014 that
28 agosto2012: Available
Tectoy but also in the domination of Sony decided to debut its complete
at: https://expansion.mx/
Sega in the Brazilian market, where line of PlayStation in Latin American
negocios/2012/08/27/konami-se-
it controlled over 75% of the market markets, establishing official presence
la-juega-con-mercado-de-la
share in 1995. This was far ahead of in 19 countries in the region. Their first
the then world leader Nintendo that regional publicity campaign centered 83 E. López. (2012). PES
did not officially entered the Brazilian on the theme, “We are all players,” 2012vende más de un millón
market until 1993.81 and included individualized hardware decopias en América Latina.
Today multinationals are showing packages with Pro Evolution Soccer or StarMedia.com Tecnología,4
a renewed interest in establishing FIFA and a commitment to produce octubre 2012.
operations in Latin America and the localized and exclusive versions of 84 K. Orland. (2014). SonyOffers
Caribbean. After Konami, another future individualized games for regional New Hardware Bundles, First
Japanese video game firm set up offices players.84 After Sony came Square Enix, PlayStation Ads forLatin
in Mexico in 2008, it was rewarded with the Japanese developer of series that America. Gamasutra,10
a growth rate of 351% in regional sales include Final Fantasy and Tomb Raider. noviembre 2014.4.
over four years. This record prompted Square Enix established operations in
85 M. Rose. (2013). Square
the Japanese executives to make their Mexico and India to take advantage of
EnixWants to Tap into India,
first visit to Mexico in the forty-year the emerging markets in these countries
LatinAmerica Mobile Audiences.
history of the company.82 By 2012, and their surrounding regions.85
Gamasutra, 7 March 2013.
Video Games: More Than Just A Game - The Phenomenon of the Video Game Industry 47
Alternative Projects
and Great Hits
Video Games: More Than Just A Game - The Phenomenon of the Video Game Industry 48
Incubators
and Accelerators
are Also Looking
for Video Game
Studios
Video Games: More Than Just A Game - Incubators and Accelerators are Also Looking for Video Game Studios 49
Incubators and accelerators, sponsored by global 86 A. Garst. (2018). Kotaku.
Video Games: More Than Just A Game - Incubators and Accelerators are Also Looking for Video Game Studios 50
Although many of these initiatives favorable for the growth of investment 88 Available at:
began when digital penetration and in Latin America. For all these reasons http://www.el-nacional.
connections on our continent were it is very important for governments com/noticias/mundo/
far from being the most adequate, and the private sector to continue to imparablecrecimiento-
in the last five years the panorama open opportunities for the exchange industriagamer-
has changed in our favor and smart of knowledge with industry market latinoamerica_226001
phone use is predicted to reach 71 % leaders in areas such as Asia and the
by 2020.88 US and offer this exchange to the Latin
Today we not only consume more American and Caribbean market in
video games, we are the second fastest order to strengthen the region. These
growing region. Digital penetration and international experiences will make
video game studios have been able to the professional development of these
position products successfully in the teams more robust and will give the
international market and the support visibility needed in this market that is
of multinational firms has been growing exponentially.
Video Games: More Than Just A Game - Incubators and Accelerators are Also Looking for Video Game Studios 51
Global Market of the
Video Game Industry
16.8%
71,400M
10%
32,700M
13.5%
5,000M
52% 23% 4%
Asia-Pacific North LAC: Latin America
America and the Caribbean
Video Games: More Than Just A Game - Incubators and Accelerators are Also Looking for Video Game Studios 52
What Methodology
was Used for this
Publication?
Video Games: More Than Just A Game - What Methodology was Used for this Publication? 53
To develop this publication, more than 350 games
from the 26 IDB member countries were evaluated
and 50 studios were selected to be showcased
here. The purpose of this mapping is provide Latin
American examples that show the potential of video
games, one of the sectors of the orange economy.
If we give the industry greater visibility, understand
how it works, the challenges it faces, and its
potential for education and stimulating XXI Century
skills, we can strengthen its potential and ecosystem.
This is the set of activities that, The selection of the 50 studios was
in combination, allow ideas to be made by analyzing more than 350 video
transformed into cultural goods and games. The games were classified
services, whose value can be based according to the number of downloads,
on intellectual property. The orange the quality of the game, the sales and
universe has two parts: 1) the cultural income generated, the investment
economy and creative industries received, the financing, the topic, the
and, at their point of intersection, the creativity and its level of differentiation
conventional cultural industries, and in the industry. An analysis was also
2) the areas of support for creativity. made of the reviews of the games in
specialized sites, local and international
Innovation recognition, and, where applicable, their
social impact. The classification was
Is the transformation of new ideas that ranked on a score from 1 to 5, with 1
generate economic and social value. being the lowest and 5 the highest. This
An opportunity to accelerate the process helped us to find the highest-
process of improving lives, rethinking ranking games and then group them by
how to generate alternative solutions studio. Once we grouped the games by
by taking advantage of collective studio, we set out to analyze the data
creativity and intelligence (Inter- given on the following pages of this
American Development Bank). section, which includes information
on the number of employees in the
Video Games sample, the most-used platforms, the
home countries of the studios, and the
A video game is a game that we play number of games published. This data,
with an audiovisual apparatus and along with an explanation of the trends
can be based on a story. We did not that characterize the industry in Latin
consider casino video games. America and the Caribbean, shows
the diversity, the potential and the
opportunities in the industry.
Video Games: More Than Just A Game - What Methodology was Used for this Publication? 54
Studios per Country
Video Games: More Than Just A Game - What Methodology was Used for this Publication? 55
How many studios were
showcased by country?
Brazil
Argentina
Chile
Mexico
Colombia
Uruguay
Venezuela
Costa Rica
El Salvador
Peru
Equador
Paraguay
Video Games: More Than Just A Game - What Methodology was Used for this Publication? 56
Which platforms were used
to develop video games?
Which were used the most?
platform.
studios.
Video Games: More Than Just A Game - What Methodology was Used for this Publication? 57
How did the 50 sample studios in this
study publish their video games?
196 205
Publisher Self-published
Video Games: More Than Just A Game - What Methodology was Used for this Publication? 58
How many video games were published
per year by the featured studios
29
2010
26
2009
4 10
2008
2006 8
2007
135
200
40
2014
32 25
2013
2012
211
201
41
2017
45
51 2015
2016
36
2018
Video Games: More Than Just A Game - What Methodology was Used for this Publication? 59
In which years were the
showcased studios founded? 2006
2002
2005
1999
2007
2000 2004
2009
2011
2010
2015
2014
2016
2012
2013 2019
Video Games: More Than Just A Game - What Methodology was Used for this Publication? 60
How long did it take each studio
to develop the featured video games?
19 months 11 months
Consoles PC + Web
9 months 14 months
Mobiles Others
Video Games: More Than Just A Game - What Methodology was Used for this Publication? 61
How big is the team at each
of the featured studios?
10-19 Members
20-49 Members
1d8ios
u
St
5-9 Members
s
d io
Stu
7
50-99 Members
i os
ud
St
6
+100 Members
s
d io
Stu
6
s
io
ud
St
1
Video Games: More Than Just A Game - What Methodology was Used for this Publication? 62
50 Latin
American and
Caribbean
Studios
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 63
rd
d a lo
D e
01
Founders Dedalord, an independent studio established in 2010,
Juan Pablo Bettini, Diego Ruiz
focuses on the development of original creations
and Julián Callens
to generate internationally recognized brands and
Argentina
Studio Website
dedalord.com products. It has developed custom-built games for
the most important clients in Latin America and their
Location
Buenos Aires, Argentina main character, Frederick J. Richardson III, (better
Date of Foundation known as Fred) has been the star of a large variety
2010 of games. Fred can be described as an anti-hero,
First game release agile, but with a bit of bad luck. He is often found
2010 in a perpetual adrenaline-fueled panic as he runs
Team size around trying to escape deadly traps. To date, the
15
most popular game has been Running Fred, which
Best-known games has totaled more than 35 million downloads and 554
Running Fred, Falling Fred
and Skiing Fred million game sessions. Awards received: Skiing Fred:
Best Mobile Game IGDA, and Running Fred: EVA Sapo
Award for best mobile game, 2012
Launch
Games Date Platform Publisher Development Time
Psychoban 2010 Android, iOS Dedalord 6 months
Falling Fred 2011 Android, iOS Dedalord 3 months
iOS, Android, Kongregate, Kindle Fire,
Running Fred 2012 Dedalord 6 months
OUYA, BlackBerry, Windows
Skiing Fred 2013 iOS, Android, Amazon Dedalord 6 months
Skiing Fred Versus 2014 iOS Dedalord 3 months
Super Falling Fred 2015 Android, iOS Dedalord 3 months
Party of Heroes 2015 iOS, Android, Kongregate Kongregate 12 months
Supersonic Jack 2015 Android, iOS Dedalord 5 months
Zombie Zombies 2016 Android, iOS Dedalord 12 months
Clicker Fred 2017 Android, iOS Dedalord 5 months
Football Fred 2018 Android, iOS Dedalord 18 months
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 64
Dedalord
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 65
a x
e r m
02 Et
nt ina
A rge
Founded in 2009, the Argentine
firm Etermax is the fastest-growing
mobile-game developer in the region.
Founder Among its most popular games are
Máximo Cavazzani
Awarded Crack (Apalabrados), Trivia
Studio Website
etermax.com
Crack (Preguntados) and Pictionary.
TM. Trivia Crack has become the
Locations
Buenos Aires, Argentina; 5th most played game in the world,
Montevideo, Uruguay and surpassing some 350 million users
Berlin, Germany
and leading the rankings in the US,
Date of Foundation Turkey and some other 44 countries.
2009
In the last few years, Etermax has
First game release
2011
become recognized as the leading
game developer in Latin America,
Team size
+250 with a team of over 250 employees
Best-known game that continues to grow, with offices in
Trivia Crack (Preguntados) Argentina, Germany and Uruguay.
Development
Games Launch Date Platform Publisher Time
Awarded Crack (Apalabrados) 2011 iOS, Android Etermax 3 to 6 months
Trivia Crack (Preguntados) 2012 iOS, Android Etermax 3 to 6 months
Bingo Crack 2012 iOS, Android Etermax 3 to 6 months
Word Crack (Mezcladitos) 2012 iOS, Android Etermax 3 to 6 months
FC Barcelona Trivia Fans 2014 iOS, Android Etermax 3 to 6 months
Real Madrid Trivia Fans 2014 iOS, Android Etermax 3 to 6 months
Skydoms 2015 iOS, Android Etermax 3 to 6 months
Trivia Crack Kingdoms (Reino
2015 iOS, Android Etermax 3 to 6 months
Preguntados)
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 66
Etermax
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 67
n a e s
m o m
e
L Chil i G
03
nt ina
A rge Out of the same creative group as
Peppermelon, has come the team of
Lemon Chili Games. This animation
studio has created characters for
international clients such as Google,
Founder MTV, Lego, Nickelodeon and Cartoon
Fernando Sarmiento Network. Building on the expertise of
Studio Website their founding partner, Lemon Chili has
lemonchiliGames.com utilized its proven production quality,
Location creativity, user-oriented design and
Buenos Aires, Argentina
unique set of characters to create
Date of Foundation mobile video games with added value
2016
that go far beyond industry trends.
First game release
2017
Their first video game, Floyd’s Sticker
Squad, has scored over 80,000
Team size
20 downloads the world over and was the
Best-known game winner of the Google Play Indie Games
Floyd's Sticker Squad Festival 2018 in São Paulo, Brazil.
Development
Games Launch Date Platform Publisher Time
Floyd's Sticker Squad 2017 iOS, Android 1 year
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 68
Lemon Chili Games
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 69
i o s
t u d
D S
4N
G
0
Argentina
Development
Games Launch Date Platform Publisher Time
Regnum Online 2007 PC NGD Studios 5 years
Sir Lovalot 2010 iOS NGD Studios 5 months
Fly Kiwi Fly! 2010 iOS, BlackBerry NGD Studios 4 months
Freaking Inkies 2010 iOS NGD Studios 6 months
Bunch of Heroes 2011 PC NGD Studios 2 years
Level Up 2011 Web Cartoon Network 8 months
Champions of Regnum 2012 PC NGD Studios 4 months
Finn & Jake's Epic Quest 2012 Web Cartoon Network 5 months
Fly Kiwi Fly 2! 2013 iOS, Android NGD Studios 8 months
Renegade Brigade 2014 PC, Consoles NGD Studios 6 months
Master of Orion 2016 Windows, Linux, Mac Wargaming Labs --
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 70
NGD Studios
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 71
05
O ud
K i
St
AM o
Argentina
Development
Games Launch Date Platform Publisher Time
iOS, Android,
Último Carnaval 2014 Square Enix Latin America 11 months
Blackberry
Mr Bean Around the World 2015 iOS, Android Endemol / Tiger Aspec 7 months
ROV Tactics 2018 iOS, Android Okam Studio 10 months
HTC Vive, Oculus VR,
Ship Ahoy! 2018 Okam Studio 7 months
Steam
The Interactive Adventures of Dog
2106 PC, Mobile Koch Media / Deep Silver 9 months
Mendonça & Pizzaboy
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 72
OKAM Studio
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 73
w l
i xo
06
P
nt ina
Arge
Founders
Sébastien Borget
and Arthur Madrid
Studio Website
pixowl.com
Launch Development
Games Date Platform Publisher Time
Safari Party 2011 iOS Pixowl 6 months
The Sandbox 2012 Steam, iOS, Android, Amazon Pixowl 2 years
Garfield: Survival of the Fattest 2015 iOS, Android Pixowl 2 years
Snoopy’s Town Tale 2015 iOS, Android, Amazon Pixowl 19 months
The Sandbox Evolution 2016 Steam, iOS, Android, Amazon Pixowl 2 years
Goosebumps HorrorTown 2018 iOS, Android, Amazon Pixowl 20 months
Tap Knight 2018 iOS, Android Pixowl 3 months
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 74
Pixowl
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 75
e n t
B 9 i n m
Q ert a
E n t
07
nt ina
A rge
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 76
QB9 Entertainment
Launch Development
Games Date Platform Publisher Time
Soundboard 2005 Web Cartoon Network --
The Mummy 2005 Web TNT LA --
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 77
QB9 Entertainment
Launch Development
Games Date Platform Publisher Time
Wizards of Waverly Place: Magic Duel 2009 Web Disney 3 months
Sonny With a Chance: So Random Scavenger
2009 Web Disney 3 months
Hunt
Space Buddies: Pet Propulsion 2009 Web Disney 2 months
Wall-E Collection 2009 Web Disney 4 months
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 78
QB9 Entertainment
Launch Development
Games Date Platform Publisher Time
Frankenweenie, Experimentos electrificantes 2012 Web Disney 3 months
Food Truck Wars 2012 Web QB9 4 months
Monster Fighters 2012 Web Lego 8 months
Pecezuelos 2012 Web Disney Latino 6 months
Gaturro Penales 2012 iOS QB9 3 months
Phineas y Ferb: Código P 2013 Web Disney Latino 4 months
Plim Plim Cumple 2013 iOS, Android QB9 3 months
Learn English With Barney 2014 iOS, Android QB9 6 months
Plim Plim Universe 2014 iOS, Android QB9 6 months
Lego Ninjago Rebooted 2014 iOS, Android QB9 4 months
Turn 2 Figth 2014 iOS, Android QB9 10 months
Color With Barney 2015 iOS, Android QB9 4 months
Strawberry Shortcake: Reach for the Stars 2015 iOS, Android QB9 6 months
Mundo Gaturro Pocket 2015 iOS, Android QB9 14 months
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 79
QB9 Entertainment
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 80
QB9 Entertainment
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 81
08
Ra
ve
ga
Argentina
n
Ravegan is a game development studio
located in the city of Cordoba, Argentina.
Since 2006, it has participated in over
150 projects for over 50 international
clients, working on multiple platforms
and covering all related disciplines in the
field. Since 2015, it has developed and
published its own independent games,
becoming the first studio in Cordoba,
and in fact the third in the entire country,
Founder to publish its own console games
Daniel Igarza (PlayStation 4 and Xbox One).
Studio Website All its projects have been 100% self-
ravegan.com
financed, with sales of over 30,000
Location copies among PlayStation 4, Xbox One
Córdoba, Argentina
and Steam. For 2018 its latest project,
Date of Foundation
Teratopia, is being formulated for
2016
these same platforms and with the firm
First game release
2016 commitment to maintain its position as
Team size
one of the leading PC and console game
13 developers in Latin America.
Best-known game
Blue Rider
Launch Development
Games Date Platform Publisher Time
Xbox One, PlayStation 4,
Blue Rider 2016 Ravegan 11 months
PC
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 82
Ravegan
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 83
m o
ga
i d eo
V
09
nt ina
A rge
Development
Games Launch Date Platform Publisher Time
HOY 2010 Web Videogamo 2 months
ESCAPE 2011 Web Videogamo 2 months
Santos Pedos! 2011 Web Videogamo 2 days
NAVE Arcade 2012 Arcade Videogamo 2 years
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 84
Videogamo
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 85
Videogamo
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 86
iris
qu
10 A
Aquiris is a video game studio based in Founders
Amilton Diesel, Mauricio
Porto Alegre, Brazil, founded in 2007.
Longoni and Israel Mendes
With a team now numbering over 80,
Brazil
Studio Website
Aquiris has created games for all the aquiris.com.br
major mobile-platforms as well as Location
for PCs and consoles. The firm works Porto Alegre, Brazil
out of one of the major technological Date of Foundation
parks in Latin America, called 2007
TecnoPUC. From the very beginning, First game release
the studio’s major focus has been 2007
Development
Games Launch Date Platform Publisher Time
Ben 10 Wrath of Psychobos 2013 iOS, Android Cartoon Network 10 months
The Great Prank War 2015 iOS, Android Cartoon Network 8 months
Horizon Chase 2015 iOS, Android Aquiris 6 months
CN Superstar Soccer Goal! 2016 iOS, Android Cartoon Network 1 year
Ballistic Overkill 2017 PC Aquiris 18 months
PlayStation 4,
Horizon Chase Turbo 2018 Aquiris 10 months
PC
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 87
Aquiris
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 88
d
11
ud ol
s
io
St h
Be
Bra
zil
Launch Development
Games Date Platform Publisher Time
The Gravedigger 2009 iOS, Android Behold Studios 6 months
Super Cutes 2011 iOS, Android Behold Studios 3 months
Save My Telly 2012 iOS, Android Behold Studios 6 months
Behold Studios /
Knights of Pen & Paper 2012 iOS, Android, PC 12 months
Paradox Interactive
iOS, Android, PC,
Behold Studios /
Chroma Squad 2015 PlayStation 4, 24 months
Bandai Namco
Xbox One
Galaxy of Pen & Paper 2017 iOS, Android, PC Behold Studios 30 months
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 89
Behold Studios
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 90
o s
c k t u di
B l a r S
12 ive
R
Black River is a game development studio
Brazil
Development
Games Launch Date Platform Publisher Time
Galaxy Eleven 2014 Android Black River Studios 9 months
Triads 2015 Tizen Black River Studios 4 months
Automata 2015 Tizen Black River Studios 4 months
Balloma 2015 Tizen, Android Black River Studios 4 months
Rococo 2016 Gear VR Black River Studios 6 months
Finding Monsters Adventure 2016 Gear VR, Android Black River Studios 18 months
Rock & Rails 2017 Android, Microsoft XR Black River Studios 15 months
Angest 2017 Gear VR & Microsoft XR Black River Studios 14 months
Conflict 0: Shattered 2017 Android Black River Studios 8 months
Conflict 0: Revolution 2017 Tizen, Android Black River Studios 8 months
Dead Body Falls 2018 Android Black River Studios 14 months
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 91
Black River Studios
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 92
Black River Studios
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13
Cu te
En
pc rt
ak ain
e m
Brazil
en
t Founders
João Vítor de Souza
and Gabriel Stürmer
Cupcake Entertainment is one of
the largest video game companies
Studio Website
cupcakese.com
in Brazil and is intent on becoming
the world leader in casual brain
Locations
Porto Alegre, Brazil, puzzle games. Its goal is to provide
and Tallinn, Estonia a fun experience while exercising
Date of Foundation the brain with world-class puzzle
2012 games. Most of their players
First game release are women over 45 that form a
2013
community of “super fans.” Cupcake
Team size
Entertainment was funded by
13
accelerators GameFounders, Start-
Best-known games
Letters of Gold Up Chile and received a million-
and Letters Blast dollar investment from Playlab.
Development
Games Launch Date Platform Publisher Time
Letters of Gold 2013 iOS, Android, Facebook Cupcake Entertainment 9 months
Words of Gold 2014 iOS, Android, Facebook Cupcake Entertainment 9 months
Numbers of Gold 2016 Facebook Cupcake Entertainment 9 months
Letters Blast 2018 Facebook Cupcake Entertainment 9 months
Letters Monster 2018 Facebook Cupcake Entertainment 9 months
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 94
Cupcake Entertainment
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 95
14
G am
az e
G
eu s
s
Brazil
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 96
Gazeus Games
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 97
Gazeus Games
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 98
o n
o pl
H
15
z il
Bra
Launch Development
Games Date Platform Publisher Time
Taikodom 2008 Windows Hoplon --
Apocalypse Party’s Over 2016 PC Hoplon, coproducido con Izyplay Game Studio --
Heavy Metal Machines 2018 PC Hoplon 4 years
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 99
Hoplon
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 100
e r
a sh
oy M
16
J
Bra
zil
Founders
Thais Weiller and Danilo Dias
Joy Masher is an independent game Studio Website
studio, founded by Danilo Dias and joymasher.com
Development
Games Launch Date Platform Publisher Time
Oniken 2012 PC JoyMasher 2 years
Odallus 2015 PC JoyMasher 18 months
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 101
JoyMasher
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 102
u
17
kk
Ko Brazil
Development
Games Launch Date Platform Publisher Time
Sniper Ghost Warrior III (Programming) 2017 PlayStation 4, Xbox One CI Games Confidencial
They Live to Destroy (3D Art Development) 2017 VR High Voltage 4 months
Horizon: Zero Dawn (3D Art Development) 2017 PlayStation 4 Guerrilla Games 16 months
Tantra Rumble (Co-Development) 2018 PC, Steam GameOlic 10 months
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 103
Kokku
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 104
e a d
c k h
Ro mes
18 Ga
zil
Bra
Launch Development
Games Date Platform Publisher Time
Pixel Shaper 2012 Windows Phone, Windows Rockhead 3 months
Master of Words 2013 iOS, Android, Windows, Amazon Rockhead 6 months
Ronaldinho Super Dash 2014 iOS, Android Joker 6 months
Starlit Adventures 2015 iOS, Android, PlayStation 4, AppleTV Rockhead/MiYi Game 2 years
Starlit Archery Club 2017 iOS, Android Rockhead/Wostore 2 years
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 105
Rockhead Games
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19
ai ue
Sn g
l
Ro
Rogue Snail is a Brazilian game
Bra development studio with official
zil
headquarters in Minas Gerais and
São Paulo. Their team is made up of
professionals that work out of Rio de
Janeiro, Paraná and even Germany. Since
Founders 2014, their games have all been developed
Betu Souza, Ciao Lima
and Marcos Venturelli remotely and, with titles that include
Studio Website
Relic Hunters Zero, Chroma Squad and
roguesnail.com Star Vikings, have reached millions of
Location gamers. In 2017 they received investment
Pouso Alegre, Brazil funding from the South Korean incubator
Date of Foundation GTR and funded their new project Relic
2014 Hunters Legend through Kickstarter. Rogue
First game release has received more than 20 Brazilian and
2015
international prizes, including Best Indie
Team size
Game from-Google Play 2017, Game of the
7
Year -GTR Conference Melbourne, and best
Best-known games
Relic Hunters Zero and design game at the SBGames Independent
Relic Hunters Legend Game Festival Awards.
Launch Development
Games Date Platform Publisher Time
Chroma Squad 2015 PC, Xbox One, PlayStation 4, iOS, Android Bandai Namco 2 years
Relic Hunters Zero 2015 PC Rogue Snail 5 months
Star Vikings Forever 2016 PC, iOS, Android Akupara Games 1 year
Relic Hunters Legend 2018 PC, Nintendo Switch, Xbox One, iOS, Android Rogue Snail 3 years
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 107
Rogue Snail
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 108
ore
c
b s
W e e
20 am
G
zil
Bra Founders
Camila Malaman, Fernando Chamis
and Winston Petty
Studio Website
Webcore Games is a video game webcoreGames.com.br
Launch Development
Games Date Platform Publisher Time
Cavedays (Insolita Studios) 2006 PC, Mac Insolita Studios 1 year
Freekscape (Kidguru) 2010 PlayStation Portable Creat 1 year
Turma do Chico Bento (Insolita Studios) 2012 Facebook, Orkut Level Up! 2 years
The Name of Things 2016 iOS, Android Webcore Games 6 months
So Many Butts 2016 iOS, Android Editora Caixote 8 months
Find Stuff 2016 iOS, Android Webcore Games 8 months
My Night Job 2016 PlayStation 4, PC, Mac Bit Composer 9 months
Hello Kitty - Almanaque de Atividades para crianças 2017 iOS, Android Webcore Games 6 months
This is Betsy a Contrary Girl 2017 iOS, Android Editora Caixote 1 year
Starlit Adventures (coproducción) 2018 PlayStation 4 Rockhead 7 months
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 109
Webcore Games
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 110
21
AC are on the most important global digital
platforms: Steam (PC), Xbox One and 360,
E
PlayStation 3 and 4. They have received
numerous industry prizes and commentaries
Te
in the specialized press, such as:
am
Zeno Clash - #65 in the Top 100 PC
Chile
Launch Development
Games Date Platform Publisher Time
ACE Team/Iceberg Interactive/
Zeno Clash 2009 Xbox 360, PC 2 years
Tripwire Interactive/Atlus
Rock of Ages 2011 Xbox 360, PlayStation 3, PC Atlus 20 months
Zeno Clash II 2013 Xbox 360, PlayStation 3, PC Atlus 20 months
Xbox 360, PlayStation 3,
Abyss Odyssey 2014 Atlus 16 months
PlayStation 4, PC
The Deadly Tower of Monsters 2016 PlayStation 4, PC Atlus 16 months
Rock of Ages II 2017 Xbox One, PlayStation 4, PC Atlus 20 months
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 111
ACE Team
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 112
ACE Team
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 113
22
am e
es
G n
AO
Founders
Max Kubler and
Sebastián Gana
Studio Website
aoneGames.com
Location
Chile
Santiago, Chile
Development
Games Launch Date Platform Publisher Time
Omen of Sorrow 2018 PlayStation 4 Soedesco 3 years
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 114
AOne Games
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 115
a ga
a m
2 3 G
Chile
Development
Games Launch Date Platform Publisher Time
Kermix 2008 Web --
Undead Run 2013 Web Gamaga --
Operate Now Saga 2013 Web SpilGames BV --
Banana Kong 2013 iOS, Android FDG Entertainment --
Operate Now: Hospital 2016 iOS, Android SpilGames BV --
Operate Now: Animal Hospital 2018 iOS, Android SpilGames BV --
SpilGames BV 2018 iOS, Android iEntertainment/Discovery Investigation --
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 116
Gamaga
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 117
b ot
n t Ro
i a
G nk ey
24 M
o
le
Chi
Development
Games Launch Date Platform Publisher Time
BalanCity 2018 iOS & Android Giant Monkey Robot 1 year
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 118
Giant Monkey Robot
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 119
25
Ig
ua
na
be
e Ch
ile
Founders
Iguanabee is a video game
Iván Vera and
development firm with seven Daniel Winkler
years of experience that has Studio Website
allowed them to shape their iguanabee.com
products. It has developed games Location
for diverse platforms, from PC and Santiago, Chile
web to consoles, including mobile Date of Foundation
2011
and Smart TV.
It incorporates innovation into First game release
2011
all its projects, which has led to
Team size
collaborations with clients and
11
publishers such as Google, Sony
Best-known games
Worldwide Studios, LG, Wacom Headsnatchers, Raise
and Cartoon Network. and MonsterBag
Launch Development
Games Date Platform Publisher Time
Ciclania 2014 Mac, Windows, Web Tekit 9 months
Mr Deadline 2014 Web Wacom 2 months
MonsterBag 2015 PlayStation Vita Sony Worldwide Studios 18 months
Raise 2016 Android Google 8 months
Clarence - Time Wizard 2018 Web Cartoon Network 3 months
Headsnatchers 2019 PlayStation 4, Steam Iceberg Interactive 1 year
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 120
Iguanabee
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26
N am
ie e
G
bl s
a
Chile
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 122
Niebla Games
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 123
s
te
By
27
ny
Ti
Tiny Bytes Games creates global communities
le
Chi for mobile gamers. Its products have
developed a technology that allows players to
communicate, compete, collaborate and share
Founders
Andrés Ayala and by forming communities connected to their
Andrés Constantinidis games. In 2018, they secured $1.4 million
Studio Website dollars in funding from Initial Capital and
tinybytes.com London Venture Partners, marking the first time
Location that these investors supported a video game
Santiago, Chile
company in Latin America. One of its flagship
Date of Foundation games has been Massive Warfare: Aftermath,
2014
with over five million downloads and a
First game release
2015
nomination for the Indie Prize London 2018. It
was also recognized at the Game Connection
Team size
7 Europe Development Awards 2018, Unity Game
Best-known game Awards 2018 and granted the Applovin Indie
Massive Warfare: Aftermath Developer Award in the same year.
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 124
TinyBytes
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 125
i n z
B ra
2 8
Colombia
Development
Games Launch Date Platform Publisher Time
Social Street Soccer 2012 iOS, Android ZQ Game 20 months
Vampire Season 2012 iOS Brainz 18 months
Mark of the Dragon 2014 iOS, Android Gamevil 16 months
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 126
Brainz
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 127
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 128
29
Ef ud
St
ec io
to s
Colombia
EFECTO
Launch Development
Games Date Platform Publisher Time Codesarrollo
Cell Factor: Combat
2005 PC Ageia PhysX 5 months Artificial Studios
Training
Cell Factor: Revolution 2007 PC Ageia PhysX 5 months Artificial Studios
South Peak
Monster Madness 2007 Xbox 360, PlaySation 3 18 months Artificial Studios
Interactive
Cell Factor:
2009 Xbox 360, PlaySation 3 Ubisoft 18 months TimeLine Interactive
Psychokinetic Wars
Aaa Lucha Libre:
2010 Xbox 360, PlaySation 3 Slang, Konami 2 years --
Héroes del Ring
Chavo Kart 2014 Xbox 360, PlaySation 3 Slang 18 months --
Steam, Nintendo
Switch, PlayStation Studio Wildcard, Instinct,
Ark: Survival Evolved 2015 Studio WildCard 3 years
4, Xbox One, iOS, Virtual Basement
Android
Dark And Light 2017 Windows Snail Games USA 4 months Snail Games USA
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 129
Efecto Studios
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 130
Efecto Studios
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 131
n
es sio
i
am v
30
G ra
Te Colombia
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 132
Teravision Games
Launch Development
Games Date Platform Publisher Time
Lt. Fly vs. The Spiders from Above 2007 PlayStation 4 Guerrilla Games 16 months
Lt. Fly II: Kamikaze Rescue Squad 2008 Web MTV/Shockwave 4 months
Phineas & Ferb - Robot Attack 2009 Web Disney 3 months
Wizards of Waverly Place: Whisks &
2009 Web Disney 5 months
Wizards
Phineas & Ferb - Magnetic Voyage 2009 Web Disney 4 months
Glenn Martin DDS 2009 Web Nickelodeon/Shockwave 8 months
Lt. Fly rise of the Arachnids 2010 iOS Namco 8 months
Swiper's Big Adventure 2010 Windows, Mac Nickelodeon 10 months
Glenn Martin DDS Update 2010 Web Nickelodeon/Shockwave 2 months
Gwen The Magic Nanny 2010 Windows, Mac Namco 10 months
Yar's Revenge - First War 2011 Facebook Atari 5 months
Math Evolve 2011 iOS, Android Interaction Education 6 months
Hans Hans Battle for Asgard 2013 Web Carvajal/NDiMedia/Teravision Games 4 months
Capacity Umigo 2013 iOS Wildbrain 6 months
Chica’s Adventures 2014 Mobile PBS 4 months
TMNT Booyakasha Blitz 2014 Web, iOS, Android Nickelodeon 5 months
DrDimensionpants - Pants Panic 2014 Web, iOS, Android DHX 4 months
DrDimensionpants - Flyin' 2014 Web, iOS, Android DHX 4 months
Breadwinners - Punch it B 2015 Web Nickelodeon/Stolo 4 months
Penfold Page 2015 iOS, Android Quivervision (Puteko) 2 months
Finado & Moribunda 2017 iOS, Android Ánima Studios 10 months
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 133
Teravision Games
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 134
l ay
i r P
F a
31 abs
L
ica
aR
C ost
Launch Development
Games Date Platform Publisher Time
Wackylands 2006 iOS Fair Play Labs 6 months
CubeHead 2007 iOS Fair Play Labs 8 months
iOS, PlayStation Portable, Chillingo en iOS, Fair Play
Boss -- 1 year
PlayStation Vita Labs en PSN
Journey to Real Madrid 2012 iOS MEDL Mobile 1 year
Steam, PlayStation Portable,
Color Guardians 2015 Fair Play Labs 16 months
PlayStation Vita
Garfield: Survival of the Fattest 2015 iOS, Android Pixowl 2 years
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Fair Play Labs
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 136
o s
e n t u di
re
G Lav a S
32
R ica
Co sta
Green Lava Studios is an independent
video game development workshop located
in Costa Rica. The studio specializes in
the development of video games, mainly
for PlayStation, Xbox and Steam. Its
international awards include: Square
Founders Enix Latin American Game Contest 2012
Eduardo Ramírez, Diego –Runner Up Award and the Game Maker
Vásquez and José Mora
Showcase Game of the Year 2014 Award.
Studio Website
greenlavastudios.com
The studio has exhibited its video games
in international events such as the E3,
Location
Moravia, Costa Rica Gamescom, and Comic-con, among others.
Date of Foundation Green Lava Studios has only received
2010 outside investment from an inheritance left
First game release to the founder, who, with a total of US$450,
2012 obtained some software licenses and the
Team size rights to register Green Lava Studios as a
3
business. Once the studio was established,
Best-known games it was able to successfully go out and find
Fenix Rage, Fenix Furia,
My Name is Mayo and projects that made it possible to finance
Mr. Massagy its own projects.
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 137
Green Lava Studios
Launch Development
Games Date Platform Publisher Time
Big Fish Games, Strategy
Dream Tale: The Golden Keys 2012 Windows 4 months
First
Bonfire Trail 2012 iOS, Android Square Enix, Funbox Media 6 months
Organización Panamericana
Pueblo Pitanga: Enemigos Silenciosos 2013 Windows 7 months
de la Salud
Organización Panamericana
Pittsville Town: Silent Enemies 2013 Windows 2 months
de la Salud
Android, Steam, Amazon
Fenix Box 2013 Green Lava Studios 7 days
Fire TV
Yolocaust: A Love Story 2013 Android Green Lava Studios 7 days
Dream Tale: Rainbow 2016 Android, Amazon Green Lava Studios 3 months
Fenix Rage 2014 Steam Reverb Triple XP 19 months
Reverb Triple XP, Cross
Fenix Furia 2016 PlayStation 4, Xbox One 1 year
Function
PlayStation 4, PlayStation
My Name is Mayo 2016 Green Lava Studios 1 month
Vita, Steam
Mr. Massagy 2016 PlayStation 4, Steam Green Lava Studios 6 months
PlayStation 4, Xbox One,
Birdcakes 2018 Green Lava Studios 1 year
Steam
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Green Lava Studios
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 139
33
Fr ea
ea tio
Cr
Ecu
ado
ky ns
r
Launch
Games Date Platform Publisher Development Time
To Leave 2018 PlayStation 4 Freaky Creations 5 years y medio
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Freaky Creations
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 141
u m
e n a ri
h
T a g i
o m
34 D
ad or
alv
El S
Launch Development
Games Date Platform Publisher Time
SteroidS 2011 Windows The Domaginarium 6 months
Enola 2014 Windows, Mac Black Shell Media 2 years
The Nightmare from Beyond 2017 Windows The Domaginarium 2 years
Windows, Mac, PlayStation 4,
The Dreamlands: Aisling’s Quest 2018 The Domaginarium 8 months
PlayStation Vita
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 142
The Domaginarium
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 143
ot
eb
io on
ud St
35
St e
Th
Alessandro Biollo
in El Salvador that focuses on high quality projects,
particularly in terms of visual development, motion Studio Website
Games.thestonebot.com
graphics, 2D and video games. The studio has carried
Location
out projects for international firms in the US, Mexico,
San Salvador, El Salvador
Russia and China. Although it operated for a time
Date of Foundation
as a service provider, its main objective has been 2015
to create intellectual property such as video games First game release
and animated series. In El Salvador, it stands out for 2015
having launched the first PS4 and XboxOne console Team size
video game on the market. The studio received 10
funding from the Pixel Award, which it has won three Best-known game
times in the category of Pro Video Games. This award Stereo Aereo
Launch Development
Games Date Platform Publisher Time
Agent D.O.G. 2015 Android -- 1 year
Stereo Aereo 2016 Steam, PlayStation 4, Xbox One Indietpopia Games/Ludus Games 2 years
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 144
The Stonebot Studio
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 145
p l e
S i m
1
36 am
e
G
xi co
Me
1 Simple Game was created to entertain gamers
worldwide by developing incredible and enjoyable
experiences for the players. As part of its expansion
strategy, in mid-2013 it created an internal
development unit to create casual games based
Founders
Francisco Lara Sikorski on original intellectual property. In April 2014, it
and Ovidio Escobedo released Mugogy Jump, the first game produced
Studio Website from this new initiative, published on Android, iOS
1simplegame.com and PS Vita. In September 2015, it launched Mucho
Location Taco for iOS and Android platforms, and reached
Zapopan, Mexico
over 1.7 million downloads the world over, after
Date of Foundation obtaining the award for the best App Store game in
2013
2015. In October 2017, it released the web version
First game release
2014
of Mucho Taco, along with Deus Cult, a puzzle game
set in the apocalypse. In 2018, 1 Simple Game has
Team size
12 been established as a new company and currently
Best-known game the team is developing the Knights vs. Robots games
Mucho Taco for mobiles and Lullaby of Life for consoles.
Development
Games Launch Date Platform Publisher Time
Mugogy Jump 2014 -- -- --
Mucho Taco 2015 Android, iOS, Facebook Noodlecake 16 months
Deus Cult 2017 Android, iOS 1 Simple Game 10 months
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 146
1 Simple Game
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 147
37
H
yp
er
Be
HyperBeard is an independent video
game development studio that creates
ar
Mexico
d
mobiles, suitable for all types of players
and targeted at the casual market. The
studio aims to offer an extensive catalog
Founders of titles, experiment with different
Fire Tony, Joven Paul and
Alex Kozachenko game styles to innovate in international
Studio Website
mobile media, and become a trend-
hyperbeard.com setter, which has already happened
Location with some of HyperBeard’s releases.
Mexico City, Mexico This record puts them among the top
Date of Foundation studios in Latin America and has given
2014 them the opportunity to participate in
First game release various festivals where Hyperbeard has
2014
won awards in more than one category.
Team size
The studio began as a unit within the
12
Apps-O-Rama company, but it became
Best-known games
KleptoCats, KleptoCats 2, independent in mid 2017 and since
Chichens, Clawbert then has remained autonomous.
Launch Development
Games Date Platform Publisher Time
Bouncing Dude 2014 iOS, Android HyperBeard 2 weeks
Palabraz 2014 iOS, Android HyperBeard 1 month
Muertitos 2014 iOS, Android HyperBeard 2 months
The Balloons 2015 iOS, Android HyperBeard 6 months
Alchademy 2016 iOS, Android HyperBeard 2 months
KleptoCats 2016 iOS, Android HyperBeard 1 month
Chichens 2017 iOS, Android HyperBeard 3 months
Clawbert 2017 iOS, Android HyperBeard 4 months
Clawbert Toy Town 2018 iOS, Android HyperBeard 6 months
KleptoCats 2 2018 iOS, Android HyperBeard 5 months
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HyperBeard
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 149
e
s m
io Ga
38
ud a
St rv
La
Larva Game Studios is a premier video game Founder
Mexico
Jorge Morales
company located in Guadalajara, Mexico, with
10 years of experience in platforms such as PC, Studio Website
larvaGamestudios.com
consoles, VR/AR and mobiles. It has developed
Location
over 25 projects with international clients and Guadalajara, Mexico
has become one of the studios with the greatest
Date of Foundation
commitment to the growth of the industry in Latin 2007
America. They are currently creating games with First game release
their own IP and plan to become a publisher for the 2010
region for their own creations as well as those from Team size
19
other studios. The team is made up of a total of 19
developers and artists from diverse areas. Best-known games
Lucha Libre AAA: Héroes
Some 53% of the development staff are women. del Ring, Redbull Crashed
Since 2011, the firm has been committed to Ice: Kinect, Backyard
Monsters: Unleashed, Spirits
gender equality and equal opportunity for all who
of Spring, Night Vigilante and
collaborate in its projects. Street Gol Legion
Launch Development
Games Date Platform Publisher Time
PlayStation 3, Xbox
Lucha Libre AAA: Héroes del Ring 2010 Slang/Konami 3 years
360
Atrévete a Soñar 2012 Wii Sabarasa/Slang 3 months
Bongfish Inc/Redbull Media House/
Redbull Crashed Ice: Kinect 2012 Xbox 360 1 year
Microsoft Studios
Skyport 2012 iOS Astrolol 6 months
Backyard Monsters: Unleashed 2014 iOS Kixeye 4 months
Spirits of Spring 2014 iOS Larva Game Studios/Minority Media Inc. 2 years
Speedlane 2015 iOS Astrolol 4 months
Ghost Apocalypse 2015 iOS RCK Games 8 months
Night Vigilante 2015 iOS, Android Larva Game Studios/Kedoo 30 months
Street Gol Gold Edition 2015 iOS, Android Larva Game Studios/Goal Interactive 18 months
Pacific Rim Breach Wars 2018 iOS, Android Kung Fu Factory 2 months
Street Gol Legion 2018 iOS, Android Larva Game Studios/Goal Interactive 18 months
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 150
Larva Game Studios
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 151
Larva Game Studios
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 152
39
Li
en
zo
Mexico
Development
Games Launch Date Platform Publisher Time
Hunter’s Legacy 2016 Xbox One, PlayStation 4, Windows, Mac Lienzo 18 months
Los XV de Rubí 2016 Android Lienzo 1 week
Lataman 2017 iOS, Android Negas 1 year
Mulaka 2018 Nintendo Switch, Xbox One, PlayStation 4, Windows Lienzo 3 years
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 153
Lienzo
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 154
Lienzo
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 155
rce
Fo
h e
e T
40
W
We The Force is one of the pioneers
in the development of video games in
Coahuila, and was founded in 2011 in
Mexico
Launch Development
Games Date Platform Publisher Time
Gecky 2010 iOS We The Force Studios 6 months
Warrior 2011 iOS We The Force Studios 6 months
Boomerz 2016 iOS, Android We The Force Studios 3 months
Nutrionic 2016 iOS, Android We The Force Studios 3 months
Randall 2017 PlayStation 4, Steam We The Force Studios 4 years
Kim The Avenger Cow 2018 PlayStation 4, Steam We The Force Studios 2 years
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 156
We The Force
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 157
io a
ud lb
s
41
St ba
Xi
Ricardo Villarreal
ago in Monterrey, Mexico. The studio has been
Studio Website a pioneer in the development of video games in
xibalbastudios.com
Latin America and is dedicated to creating high-
Location
quality games for consoles, PC and Mac, and
Monterrey, Mexico
mobile games for the international market. From
Date of Foundation
2004 the outset, its objective has been to develop
First game release
original, innovative and, above all, entertaining
2011 games. It launched its first original IP in 2010
Team size with the Icebreakers game, which went on to
15 win awards for the Best Original Character and
Best-known games second place as the Best Game for Laptops at
MilitAnt, Icebrakers Intel’s Level Up Competition. MilitAnt, the other
game it developed, won the prize for the Best
Shooter in the same contest. Xibalba was also
recognized in the ESA Video Game MX Contest in
the professional category and for Selected Projects
at Game Connection America.
Development
Games Launch Date Platform Publisher Time
Icebreakers 2010 Windows, OnLive Xibalba Studios 3 years
MilitAnt 2016 PlayStation 4, Steam Xibalba Studios / DICO (Asia) 5 years
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 158
Xibalba Studios
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 159
42
Po ch
Te
si
bi
lli
an
Paraguay
Development
Games Launch Date Platform Publisher Time
Fhacktions 2017 iOS, Android Posibillian Tech 3 years
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 160
Posibillian Tech
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 161
a n g
m t
B a e s
43 am
G Bamtang Games is the largest and most
successful video game studio in Peru, gaining
its fame in the community by combining talent,
creativity, modern production processes, a
u solid reputation and an outstanding work ethic.
Per
The team is comprised of veterans of famous
IPs with over 200 games developed and
published on budget, on time, and free of debt
Founders or outside investment.
Sol Samaniego In 2012, the developer received the Peru
and Adam Johnston
Exports Services prize granted by the Peru
Studio Website
bamtang.com
Export and Tourism Promotion Commission,
a government agency which recognizes
Location
Lima, Peru exporters who have internationalized their
Date of Foundation products through innovation and collaborative
2013 schemes. The Bamtang games team brings
First game release together over 40 professionals, including
2007 artists, programmers, producers, designers and
Team size sound engineers who develop all the games in-
40+
house. It is licensed for PlayStation, Xbox and
Best-known games Nintendo Switch and develops games that are
Saban's Mighty Morphin
Power Rangers: Mega Battle compatible with PC/ Steam, iOS, Android and
and Kilka Card Gods others, using SWIT and other engines.
Launch
Games Date Platform Publisher
The Search for Amelia Earhart 2009 Windows, Mac ValuSoft
Windows, Mac, Web,
Memory Wiz 2009 GameHouse (Real Games)
Facebook
Honey Badger -Taking What he Wants 2009 Windows, Mac MEDL Mobile
Soap Opera Dash 2010 iOS, Windows, Mac PlayFirst
iOS, Android, Windows,
Kizi Adventures - The Way Home 2014 Funtomic
Mac
Marvel: Thor Boss Battles 2017 Web Marvel
Kilka Card Gods 2014 PlayStation Vita Bamtang Games
Saban’s Mighty Morphin Power Rangers:
2017 Xbox One, PlayStation 4 Bandai Namco
Mega Battle
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 162
Bamtang Games
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 163
s e
io am
ud p G
44
St a
Le Peru
Development
Games Launch Date Platform Publisher Time
La Mordida 2014 Web Leap Game Studios 1 week
Squares 2015 PlayStation Vita Leap Game Studios 2 years
Paralines 2017 iOS, Android Leap Game Studios --
Slice and Rise 2017 iOS, Android Leap Game Studios 18 months
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 164
Leap Game Studios
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 165
de
hi
45
on
Ir
gu ay Ironhide is a video game studio whose idea is to
Uru create stories and characters that are unique.
The studio develops top quality mobile and PC
games. Its vision is to create projects that will entice
Founders players to experience engaging stories, with graphics
Álvaro Azofra, Gonzalo Sande
and Pablo Realini that submerge them into different worlds, providing
Studio Website
hours of quality entertainment with plots fully
ironhideGames.com developed from beginning to end. Furthermore, the
Location studio strives daily to promote and strengthen the
Montevideo, Uruguay Uruguayan video game industry.
Date of Foundation Ironhide’s games have won a variety of prizes over
2010 time, including Game of the Year 2011, Best Strategy
First game release Game 2011 (Jayisgames), Best Business KCG 2012
2010
(Korea), Best Strategy Game 2013 (Armorgames),
Team size
Best Latam Game 2016, Android Excellence 2017,
34
(Google Play), Gold Award 9/10 Pocket Gamer 2017,
Best-known games
Kingdom Rush Saga, among others. Its games have been on the top of App
Iron Marines Store’s download lists.
Launch
Games Date Platform Publisher Development Time
Clash of the Olympians 2010 iOS, Android Ironhide Game Studio 2 months
iOS, Android, Amazon, Mac,
Kingdom Rush 2011 Ironhide Game Studio 9 months
Windows
iOS, Android, Amazon, Mac,
Kingdom Rush Frontiers 2013 Ironhide Game Studio 14 months
Windows
Kingdom Rush Origins 2014 iOS, Android, Amazon Ironhide Game Studio 10 months
Iron Marines 2017 iOS, Android, Amazon Ironhide Game Studio 33 months
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 166
Ironhide
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 167
e l o
o m es
P m
4 6
G a
gu ay
U r u
Founders
Federico Romero, Máximo
Martínez "Max", Felipe
Otamendi and Jonas Mora
Studio Website
Pomelo Games is an independent pomeloGames.com
video game studio founded in Location
2013 in Montevideo, Uruguay. It Montevideo, Uruguay
specializes in developing video Date of Foundation
games for cell phones, with a 2013
Development
Games Launch Date Platform Publisher Time
Bullet Boy 2015 iOS, Android Kongregate 30 months
Mars: Mars 2016 iOS, Android Pomelo Games 7 months
Once Upon a Tower 2017 iOS, Android Pomelo Games 7 months
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 168
Pomelo Games
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 169
47
Tr ic
oj ke
Ch
an n
Uruguay
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 170
Trojan Chicken
Development
Games Launch Date Platform Publisher Time
División Especial de Detectives 2010 Linux, Windows Trojan Chicken 18 months
1811 2011 Linux Trojan Chicken 16 months
Cazaproblemas 1 2011 Linux, Windows Trojan Chicken 10 months
1812 2012 Linux Trojan Chicken 6 months
Cazaproblemas 2 2012 Linux Trojan Chicken 9 months
Cazaproblemas Liga Verano 2012 Linux Trojan Chicken 3 months
Clink 2012 Linux Trojan Chicken 6 months
Cazaproblemas 3 2013 Linux Trojan Chicken 8 months
Boo 2013 Linux Trojan Chicken 16 months
Cazaproblemas 4 2014 Linux Trojan Chicken 9 months
Cazagemas 2015 Linux Trojan Chicken 6 months
División Especial de Detectives Olimpíada 2015 Linux Trojan Chicken 6 months
Letrapaluza 2016 Linux Trojan Chicken 9 months
Ika 2017 Android Trojan Chicken 9 months
Letrapaluza 2 2017 Linux Trojan Chicken 8 months
A-Lin 2018 iOS, Android IMM 5 months
Letrapaluza 3 2018 Linux Trojan Chicken 8 months
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 171
Trojan Chicken
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 172
Trojan Chicken
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 173
p
as
G
48
Launch Development
Games Date Platform Publisher Time
Power Ping Pong 2015 iOS, Android Electronic Arts/Chillingo 3 years
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 174
Gasp
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 175
e n t
o s a m
a C a i n
L r t
49 nte
E
ue la
Ve nez
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 176
La Cosa Entertainment
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 177
50
Su am
G
ke es
ba
n
Ven
ezu
ela
Launch Development
Games Date Platform Publisher Time
Cyberpunk Bartender Action Steam, PlayStation Vita, Ysbryd Games, Playism
2015 30 months
VA-11 Hall-A PlayStation 4, Nintendo Switch (Active Gaming Media)
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 178
Sukeban Games
Video Games: More Than Just A Game - 50 Latin American and Caribbean Studios 179
Latin American
Talent in the
World and New
Collaboration
Models
Video Games: More Than Just A Game - Latin American Talent in the World and New Collaboration Models 180
Firms from outside the region have contributed to
the development of video games in Latin America and
the Caribbean but there are also Latin Americans
and Caribbeans who contribute to the development
of video games abroad and work in large game
production centers in North America, Europe and
Asia. Their presence is especially notable in the
industry in North America, given its close geographic
proximity. There you will find many Latin American
and Caribbean programmers, designers, artists and
other experts, who have taken their talent to the north
to work in video game production centers in Silicon
Valley, Los Angeles, New York, Toronto and Montreal.
Video Games: More Than Just A Game - Latin American Talent in the World and New Collaboration Models 181
ingenuity and vision of Latin Americans million dollars in two original projects. 89 E. Marisca. (2014). Developing
and Caribbeans contribute to the As these examples demonstrate, the Game Worlds: Gaming,
development of video games at co-development of games holds great Technology and Innovation
every level. promise and in the best cases can work in Peru, Master’s thesis,
With all the diversification currently in the interests of both the multinational Massachusetts Institute of
found in the video game industry, new firms and the local producers. Technology, Cambridge, MA,
models of collaboration are being The peripheral services carried out June 2014, 62-63, accessed
forged among the global industry and in collaborations include a vast number July 16, 2014. Available at:
producers in Latin America and the of tasks that are needed to make a http://marisca.pe/files/EM-DGW-
Caribbean. Projects include game video game and many studios have Final.pdf , 164.
co-development, custom-made or latched on to these types of services
commissioned games development, since they can provide some stability to
outsourcing and peripheral servicing. the businesses. Some of these projects
All of these new types of collaboration have been carried out on a customized
and activity are helping to consolidate development or commission basis
the sector. Furthermore, the for international firms and have come
opportunities for the incubation and to have a global impact. A case in
acceleration of studios have also point is Fallout Shelter, a casual game
resulted in the identification of new developed by Behaviour Chile, the
talent, the exchange of knowledge, Santiago branch of a Canadian firm,
validation among peers, and sources and launched in parallel with the
of funding. Some examples of cross- international hit, Fallout 4 by Bethesda
border collaboration are Lucha Libre Studios in the US. Other studios, such
AAA: Héroes del Ring, a joint venture as Bamtang Games from Lima or
between the Japanese firm Konami Powerful Robot from Montevideo have
and Immersion Software, who at the worked on customized games or on
time had operations in Colombia and a commission basis for media giants
Mexico; and El Chavo Kart, developed such as Disney and Cartoon Network.
by Efecto Studios in Bogotá and In the end, given that the process of
published by the Mexican media producing a video game is primarily
firm Televisa. (These last two were collective and multi-faceted, there are
produced from collaborations with an infinite number of tasks that must
Slang Games of Mexico, which has since be completed before a game reaches
closed.) Another similar inter-regional publication. Consequently, many
collaboration is Attractio, a platform and large video game companies rely on
puzzle game created by the Mexican outsourcing and contracting peripheral
studios GameCoder and Render Farm, services, such as motion capture, digital
and published by the Japanese firm distribution platforms, platform support
Bandai Namco. It is notable that Asian services, cloud services, marketing
markets have become increasingly and advertising, user acquisition,
more interested in developing video data processing and analysis, and
games with Latin American teams. localization.89 Thus, custom-made or
For example, the Colombian studio commissioned games development,
Brainz recently closed a deal with ZQ outsourcing, and peripheral servicing
Games from China and Gamevil from are reconfiguring the map of the world
South Korea, who invested nearly a video game industry and opening
Video Games: More Than Just A Game - Latin American Talent in the World and New Collaboration Models 182
important inroads for Latin American can compete in global markets, even 90 Available at: https://newzoo.
and Caribbean developers. At the with inferior infrastructure in their com/insights/articles/global-
same time local developers are finding home environments. In spite of the games-market-reaches-137-9-
more opportunities to create, promote challenges in terms of connectivity and billion-in-2018-mobile-games-
and make their products known in infrastructure, there are an abundance take-half/
a global market where the demand of opportunities for Latin American and
for new games is growing day by Caribbean programmers, designers,
day. In 2018, casual games—those animators, composers, actors,
that are played on mobiles and social photographers, accountants, lawyers
media—accounted for more than 50% and visionaries to find ways to combine
of the US$70 billion dollars of annual their passion for games with their
revenues in the global game market.90 professional talents and contribute to
This explosion in the demographic the creation of successful games for
diversity of gamers has created a the world over. With the continuous
demand for new games and in part development and strengthening of
explains the exponential expansion the connections among the different
of the developments coming from regions in the world of video games, we
small studios in regions that were will continue to witness this massive
previously unthought of. This demand expansion of collaboration among
has provided incentives for hundreds Latin Americans and Caribbeans in the
of creators to produce games that global video game industry.
Video Games: More Than Just A Game - Latin American Talent in the World and New Collaboration Models 183
Latin Americans
Known Around the World
Video Games: More Than Just A Game - Latin American Talent in the World and New Collaboration Models 184
ARGENTINA
Video Games: More Than Just A Game - Latin American Talent in the World and New Collaboration Models 185
Video Games:
Global Export
Services
Video Games: More Than Just A Game - Video Games: Global Export Services 186
Over the past few years, one of the effects of the vast 91 Nearshore Americas. (2016).
outsourcing-industry-cuts-
export services industry has experienced a growth of
growth-forecast/
between 8% and 10% the world over, according to the
92 Cushman & Wakefield. (2016).
data generated by Nasscom,91 one of the leading groups Where in the World? Business
business-process-outsourcing-
expected o reach some US$262 billion dollars by 2020.93
location-index-2016/
world service export map. As pointed place for at least another decade. Where in the World? Business
out earlier, India and China continue One of the industries that continue Process Outsourcing and Shared
to place first and second, respectively, to experience double-digit growth Service Location Index 2016.
as the business processes outsourcing rates is that of animation and video 95 D. Tucker. (2015). Conflicting
destinations (56%),94 according to games—a subsector of business Views on Latin America’s
the 2016 Cushman & Wakefield processes known as knowledge IT Services Growth, But
consultancy report. Nonetheless, processing outsourcing (KPO) These Cloud Still Seen as Key
there are nine countries in the region processes involve the outsourcing Driver. Nearshore Americas.
that rank among the top twenty of central functions that require Available at: http://www.
business services outsources industry: specialized skills and knowledge, such nearshoreamericas.com/strong-
Argentina, Brazil, Colombia, and as research and development, digital growth-forecast-latin-americas-
Mexico as mature markets and Chile, marketing, and legal services. The services-market-region-quick-
Costa Rica, El Salvador, Honduras, and global industry of animation and video harness-cloud-technology/
Peru as pioneer markets. This is the games alone in 2017 was valued at
96 Available at: https://
result of their world-class quality and US$254 billion dollars96 while the rest
globenewswire.com/news-
the early adoption of innovation and of the outsourcing services came in at
release/2018/05/01/1493712/0/
new technologies in the industry.95 approximately US$29 billion.97
en/Global-Animation-VFX-Games-
Industry-Report-2018-2020.html
grandviewresearch.com/
industry-analysis/knowledge-
process-outsourcing-kpo-market
Video Games: More Than Just A Game - Video Games: Global Export Services 187
Asia: the Great
Opportunity for
Latin American
Video Games
Video Games: More Than Just A Game - Asia: the Great Opportunity for Latin American Video Games 188
The fast development and proliferation of personal 98 Newzoo. (2014). Applift and
computers, tablets and mobiles has made animation Newzoo Expect Latin America
to be Highest-Growing Mobile
and video games accessible to all types of public.
Games Market with 50% CAGR,
The success of Latin America in the market and in Global Market to Reach
particular, the increased demand for games on mobile $35.4bn by 2017. Available
at: https://newzoo.com/
platforms, has given the region an opportunity to
about/press/press-releases/
become a great video game creation center. According applift-and-newzoo-expect-
highestgrowing-mobile-games-
of video games of up to 60% has been seen in Latin
marketwith-5-cagr-global-
American and the Caribbean, compared to 21% for market-toreach-35-4bn-by-2017/
America and the Caribbean rank fourth in the number at: https://www.lai.com/en/
latin-america-game-markets
of mobile video game players99 but only accounts for
100 Available at: http://
4% of global video game spending.100
resources.newzoo.com/hubfs/
Reports/Newzoo_2017_Global_
Games_Market_Report_Light.pdf
Exports from Latin America and The video game developer, Atakama
101 E. Dussel Peters. (2015).
the Caribbean have been destined Labs, located in Santiago, Chile, was
China’s Evolving Role in
primarily to the US (the second-largest acquired by Japanese video game firm,
Latin America: Can It Be a
market for video games after China) DeNA.103 In Uruguay, the renowned
Win-Win? Available at: http://
because of both its cultural proximity Ironhide Game Studio developed King
publications.atlanticcouncil.
and lower entry barriers. In Asia, in Rush, which has been downloaded
org/chinalatam/
spite of the cultural and language more than one hundred million times
difficulties and protectionism in the in iOS in seven languages: English, 102 J. Johnson. (2017). Will
region, there are also some remarkable French, German, Japanese, Korean, Games Become Brazil’s Next
successes between this region and Latin Portuguese and Russian.104 Big Export?. Available at:
Commercial linkages between these between Latin America and the Asian games-becomebrazils-next-big-
two regions have entailed acquisitions, industry were seen when Tencent, export/
international publication agreements, the largest of all entertainment firms 103 Available at: https://www.
outsourcing and collaborations. One in China, developed the first person nytimes.com/2013/02/22/world/
of the notable collaborations has been shooter WeFire. It was a sensation americas/uruguays-video-game-
Guerrilla Games, published by the in South Korea and Taiwan and was start-ups-garner-attention.
Japanese multinational, Sony, that uses adapted for it to become widely html
the Brazilian studio Kokku to construct 3D distributed in the Americas.105-106.
104 Available at: https://www.
robot beast models for its PlayStation4 Video game revenues in China in
weforum.org/agenda/2016/06/
sales hit , Horizon Zero Dawn, making 2017 accounted for 41% (US$32.54
the-importance-of-video-
Kokku the first Brazilian studio to work billion dollars) of the global video
games-for-latin-americas-
on a last-generation video game.102 game market (US$78.61 billion
creative-economy/
www.japantimes.co.jp/
life/2016/07/06/digital/
videogames-may-become-chinas-
bestcultural-export/#.
Wv3pG4gvw2w
nytimes.com/2013/02/22/world/
americas/uruguays-video-game-
start-ups-garner-attention.html
Video Games: More Than Just A Game - Asia: the Great Opportunity for Latin American Video Games 189
dollars).107 The above figure signals Latin America: 107 Available at: https://
that localization is a critical step for A Bridge Towards Asia www.statista.com/
the global exportation of video games statistics/308454/gaming-
that require associations between Video game producers from Asia are revenue-countries/
Latin America and the Caribbean trying to break into other markets,
108 Available at: https://
and Asia so that Latin American such as the US, the largest video game
www.statista.com/
developers have access to the largest market after China.108 Latin America
statistics/308454/gaming-
video game markets in the world. The and the Caribbean could be a bridge
revenue-countries/
US International Trade Association and a connector because they offer
reports that access to the Japanese, geographical proximity, compatible 109 Nearshore Americas. (2012).
Korean and Chinese markets time zones, cultural affinity and English Nicaragua Labor: The Pressures
continues to be a challenge because and Spanish language skills. All these and Potential of the Country’s
of protections in these markets. are advantages for the adaptation of BPO Talent Pool., Aug. 13,
Nonetheless, business associations video games, as well as the localization 2012. Available at: http://
and joint ventures tend to be looked and support services required in the US www.nearshoreamericas.com/
upon favorably. market. nicaraguan-providers-bpo-
outsourcing/
Video Games: More Than Just A Game - Asia: the Great Opportunity for Latin American Video Games 190
Why Spanish is Important for Future 110 S. Burgen. (2015). US now has
There are more than 41 mil- The US Census Office The acquisition of servic- Available at: https://www.
lion native Spanish speakers estimates that the country es (BPO and KPO) offered theguardian.com/us-news/2015/
in the US and another 116 will have 138 million Span- by Latin America and the jun/29/us-second-biggest-
of them are the children by 2050. This will make the investment opportunity for 111 S. Burgen. (2015). US now has
of immigrants from Span- country the largest Span- Asia. Until now, Asia has more Spanish speakers than
ish-speaking countries. This ish-speaking country on the only been interested in the Spain – only Mexico has more.
puts the US ahead of Colom- planet, since Spanish will be region’s raw materials but
112 E. Dussel Peters. (2015).
bia (48 million) and Spain the first language for nearly a the region is now prepared
China’s Evolving Role in Latin
(46 million), and only behind third of its inhabitants111. to offer a large number of
America: Can It Be a Win-
Mexico (121 million)110. peripheral services in the
Win?Atlantic Council, Sept.
area of animation and video
2015. Available at: http://
games. For instance, of
publications.atlanticcouncil.
the US$10.7 billion dollars
org/chinalatam/
of DFI coming in annually
from China to Latin America
and the Caribbean between
2010 and 2015, only 57%
went towards the acquisi-
tion of raw materials.112
US
157 million
41 million native Spanish speakers
+ 116 million bilinguals
Mexico
121 million
Columbia
48 million
Spain
46 million
Video Games: More Than Just A Game - Asia: the Great Opportunity for Latin American Video Games 191
What Collaboration Models Could Work between Latin America and Asia?
↪ International Marketing/Advertising,
including market research, Search
Engine Optimization (SEO),
optimization of applications and
social network strategies
Video Games: More Than Just A Game - Asia: the Great Opportunity for Latin American Video Games 192
Learn by Playing:
Video Games
and Education in
the Digital Age
Video Games: More Than Just A Game - Learn by Playing: Video Games and Education in the Digital Age 193
“When we think of games, we think
of fun. When we think of learning we
think of work. Games show us this
is wrong. They trigger deep learning
that is itself part and parcel of the
fun. It is what makes good games
deep.”
Video Games: More Than Just A Game - Learn by Playing: Video Games and Education in the Digital Age 194
James Paul Gee 113 T.W. Malone. (1980). What
science series
themselves in increasingly more dynamic environments
114 Ritterfeld, M. Cody & P.
that demand active and continuous learning. This includes Vorderer. (2009). Serious
Routledge
certain non-traditional skills merely a pastime and have become a
tool to foster employment for in various 115 D.R. Michael and S.L. Chen
that are necessary not only environments. (2005) Serious games: Games
for work but also for life in There is a growing debate in the that educate, train, and
general. literature about the effects of the more inform. Muska & Lipman
In the field of education, technology not or less indiscriminate use of technology Premier-Trade.
only presents challenges but also new in the development of children and
116 U. Ritterfeld, M. Cody &
opportunities and prospects, not only for young people. The debate
117-118-119-120
P.Vorderer. (2009). Serious
the teacher and the student, but also to has extended to the use of screens
games: Mechanisms and effects.
extend relevant training to remote places and digital devices in the home as Routledge.
and populations that have traditionally well as in the classroom. That is, to
117 E.L. Swing, D.A. Gentile, C.A.
been excluded from these services. In learn by playing is not a new concept
Anderson & D.A. Walsh. (2010).
this context, could video games be a tool or approach to learning and there
Television and video game
for learning by playing? is a considerable consensus on the
exposure and the development
The concept of gamification or the use benefits of games, particularly for small
of attention problems.
of serious games as an effective means children. What is more controversial is
Pediatrics, 214-221.
of facilitating learning started to gain how they should best be played: With
more momentum in the eighties.113-114 or without technology? Connected or 118 JP. Cristia, P. Ibarrarán,
Serious games are those that are not disconnected? S. Cueto, A. Santiago &
made merely for fun or entertainment There is still only a limited amount E.Severín. (2012). Tecnología
but rather for education or instruction.115 of evidence on the short and long y desarrollo en la niñez:
This does not mean that serious games term effects from exposure to screens. evidencia del programa Una
cannot be fun. It only means that they Beyond learning, to what extent do Laptop por Niño. IDB.
Video Games: More Than Just A Game - Learn by Playing: Video Games and Education in the Digital Age 195
scant emphasis on the development that we already know or don’t yet
121 D. Berle, V. Starcevic, G.
of non-traditional skills by using know. Even traditional console games
Porter & P. Fenech. (2015).
technological gaming. and computer games include online
Are some video games associated
In this section we will explore the options. Multiplayer online video
with more life interference
relationship between video games game users tend to spend more time
and psychopathology than
and the development of cognitive playing, display higher levels of anxiety
others? Comparing massively
and socio-emotional skills and how and report that the game interferes
multiplayer online role-playing
these tools can be applied in the more in their lives than users of other
games with other forms of video
classroom. Furthermore, we will show platforms.121 This happens primarily
game. Australian Journal of
several examples of how educational because online games do not have
Psychology, 105-114.
systems have taken advantage of pauses and even when players are
gamification to work with school- offline, the game continues to go on. 122 I. Granic, A. Lobel & R.
age children. Finally we will analyze We know that video games can Engels.(2014). The benefits of
the different relationships that exist have an effect on the social behavior playing video games. American
between exposure to video games and of individuals because they offer Psychological Association.
the development of players’ skills and guidelines on how one should act with 123 C.J. Ferguson & A. Garza.
personality traits. others. Children and young people are (2011). Call of (civic)
not necessarily prepared to discern duty: Action games and civic
The Relation between Video between what behavior should only behavior in a large sampleof
Games and Skills and Behavior be displayed during a game and what youth. Computers in Human
is appropriate in daily encounters with Behavior, 770-775.
Childhood and adolescence are critical others. If the way to solve a problem in
124 M. Schmierbach, (2010).“Killing
stages for the development of socio- a video game is with violence, children
spree”: Exploring the
emotional, cognitive and motor skills. can end up bringing these solutions
connection between competitive
It is generally during these stages that into daily practice. Quite often video
game play and aggressive
video games come into the lives of the games have several characters that
cognition. Communication
users, offering a variety of contents interact with each other as the game
Research, 256-274.
and modalities of playing individually or develops or they motivate players to
in groups.There are a series of factors become involved in competitive or 125 R. Baquero, T., Bernart &
regarding the use (intensity or exposure cooperative environments. Through F.Galbany. (2005). Influencia
time) connectivity (online/offline), the these interactions with other de los videojuegos en el
purpose and content (purely for fun players, users can acquire, develop desarrollo de la personalidad
or educational), and the relationships or improve skills such as teamwork, y el comportamiento juvenil.
Video Games: More Than Just A Game - Learn by Playing: Video Games and Education in the Digital Age 196
survive. (Fortnite: Save the World). and aggressive attitudes, with long-
The idea of both games is to collect term cumulative effects.132-133 Players
resources for survival and use them transfer the ideas from the games
strategically for building forts and towards their day-to-day activities;
killing adversaries. On the one hand, for example, if it is necessary to use
the collaborative focus of the game violence in order to advance in a game,
could have a positive influence on the they could begin to use violent solutions
way in which users interact with others for solving everyday problems since
by stimulating their creativity, ability they seem to be plausible and effective
to solve problems and strategic skills, alternatives.134
since they have to develop solutions if
they are going to survive and win.126 What are the effects
However, other studies point to a loss of exposure time?
of sensitivity stemming from violent The intensity and frequency of video
behavior and the overpowering of the game use are fundamental variables for
individual over the group.127 evaluating the impact on the individual,
The video games that are most because the evidence indicates that
popular, and therefore the most they can generate addiction. There
sold, are action video games, which are different patterns of use. As we
generally include violent content.128 indicated earlier, online players tend to
The evidence varies regarding the spend more time hooked to a platform
impact of exposure to this type of video because the game never pauses.
games on delinquent and aggressive Eventually this could lead to different
behavior. Some studies show an types of personality and behavioral 133 Y Wang, T. Hummer, W.
increase in aggression, antisocial disorders. In 2017, the World Health Kronenberger, K. Mosier,
conduct and violent behavior on the Organization included “video game & V. Mathews. (2011). Violent
part of players.129-130-13 disorder” as a mental health illness video games alter brain function
Other research finds a correlation in the International Classification of in young men. Available at:
htm
Video Games: More Than Just A Game - Learn by Playing: Video Games and Education in the Digital Age 197
other vital interests.”135 Different Most of the protagonists are men, and 138 J. Fox & W.Y. Tang. (2014).
studies have documented video game women still tend to be portrayed in Sexism in online video games:
very traditional roles. Their characters
addiction, arguing that that it can affect The role of conformity to
are often passive, and in the position
functionality in the social, scholastic, masculine norms and social
family or psychological life of the of needing rescue, for example, or dominance orientation.
player136-137. when they are involved in more Computers in Human Behavior,
Can a fun video game help action, their figures tend to be hyper- 314-320.
reinforce stereotypes? sexualized. These images can reinforce
139 P. Stermer & M. Burley.
Video games are charged with more or sexist attitudes and reduce the value
(2012). SeX-Box: Exposure to
less explicit messages that boys and assigned to the contributions of women,
Sexist Video Games Predicts.
girls and young people can incorporate compared to those of men.138-139-140
American Psychological
into their daily lives. The video game (See the following section: “Is the
Association.
world is traditionally associated with gamer world a place of and for men?”)
masculinity. Although the video game It is also possible, however, to use 140 T.L. Dietz. (1998).
gender gap has been narrowed in recent video games to transmit content that An examination of violence
years, the role of women in the gamer generates the opposite effect, as can and gender role portrayals
environment does not appear to have be seen in the example of Violeta Power in video games: Implications
experienced any substantial change. (Poder Violeta) (page 200). for gender socialization
Video Games: More Than Just A Game - Learn by Playing: Video Games and Education in the Digital Age 198
141 J. Fox & W.Y. Tang. (2014).
Is the Gamer World a Place of and for Men? Sexism in online video games:
profile of gamers is changing and led by invented creatures, such as the Best-Selling Video Games
women make up a considerable Inklings de Splantoon.143 The games of 2018. Available at:
portion of the community, since they that have tried to include them, such https://247wallst.com/special-
remain a minority in the online game as BattleField, have not had as much report/2018/12/04/the-best-
population, they can still be the object success. BattleField, developed by selling-video-games-of-2018/
of harassment, especially if they do not EA Digital Illusions CE (EA DICE) is an 144 Entertainment Software
display the behavior that is expected in action game set in World War II and Association.(2018). Essential
the atmosphere of the game.141 There launched for the first time in 2002. For facts about the computers and
are women that choose masculine user its fifth release in 2018, EA attempted video game industry. ESA
names so that they are treated equally to put a woman as the protagonist.
and they avoid chat groups.142 The developers received millions of
In 2014, the tension from gender messages against this proposal, arguing Picture: Tomb Rider
topics reached new heights. The that the game had been ruined because
movement was called Gamergate (and was trying to be “politically correct.”
received the same hashtag) and even Nonetheless, with the passage of time,
though its mission was purported to be women have progressively increased
an effort to bring ethics back into the their participation in the world of video
video game industry, in practice it was games and in the US they represent
used to wage sexist attacks against nearly half of the country’s gamers.144
Video Games: More Than Just A Game - Learn by Playing: Video Games and Education in the Digital Age 199
Poder Violeta: Video Games
for Confronting Gender Violence
On a positive note, some developers player must make and three options
have decided to take advantage of are available: (I) ignore the situation;
video games to generate changes (ii) react by screaming, or (iii) react
in attitudes and behaviors. Poder physically with an action like elbowing
Violeta (Violeta Power) is a video game the attacker. The video game emulates
developed between the Pontificia real-life situations and sometimes even
Javeriana University and feminists when the player decides not to ignore
organizations in Bogotá, Colombia. Its the attack, there is no reaction from the
aim is to give visibility to the problem public—which is what often happens in
of sexual harassment of women on real life.
public transportation in the city. The Poder Violeta is a video game with a
game can be downloaded for free and is social objective that invites the player to
compatible with iOS and Android. reflect on the situation. Through these
The video game simulates the simulations, men can empathize with
problem. Violeta is a young woman these reoccurring difficulties faced by
from Bogotá who has to take public women. Even though sexual attacks
transportation to get around the city and on the public transportation system
she is running late for a job interview. As are under-reported—not all victims file
she travels through the city, she receives a complaint—the Colombian Attorney
various types of harassment—from General’s office has registered more than
verbal to physical. Each time she is 11,000 cases in the country since 2008.
harassed, the game apparatus vibrates At the same time, Oxfam asserts that
and the screen is tinted green. How 90% of women in the world have faced
to react? This is the decision that the this type of situation on public transport.
¿Ayudan los videojuegos al Can
Source: Mayorga, 2018
https://podervioleta.com/
Video Games: More Than Just A Game - Learn by Playing: Video Games and Education in the Digital Age 200
Video Games Help Develop Cognitive, elicit a physical response in order to
socio-emotional and Digital Skills? advance, called exergames (combining
Different video game content can the words exercise and game), such as
have an effect not only on behavior the famous Wii consoles or the Kinect
but also on the development of skills. game controller, can improve some
Individuals learn while the are having executive functions related to ease of
fun, increasing their commitment with changing tasks, flexibility or inhibitory
the processes of formation.145-146 Thus controls, as well as the attention spans
the video game can be a powerful and visuospacial skills, even when the
pedagogical tool not only for enhancing game is not high intensity.151.
the learning of traditional contents but Video games are also associated
also for developing digital and socio- with the enhancement of
emotional skills, which are key for creativity152-153 or problem solving
functioning in the XXI century. capabilities.154-155 The structure of
Some studies have shown that video video games often implies finding
games have positive effects on attention responses or maneuvering to advance
and the potential for multi-tasking.147 throughout the game. The process of
Likewise they can have a positive effect trial and error to get past obstacles
on reaction time, processing speed can also affect the ability to solve
and stress reduction.148 Furthermore, problems. There is evidence linking
some video games—for example, these learning processes based
shooters—can affect visual and spacial on trial and error with improved
skills, which are related to improved academic results.156 Perseverance
results in science, technology and and motivation can also be positively
mathematics.149 For example, video affected because in video games
games expose the player to new the player is rewarded for his or her
technologies, which in practice can efforts to resolve tests, advance to
improve digital literacy.150 Games that different levels, etc.157-158.
145 C. López Raventós. (2016). El 148 S. Chandra, G. Sharma, A.A. 152 I. Granic, A. Lobel & R. 155 R.A. Rosas, V. Marianov,
videojuego como herramienta Salam, D. Jha & A.P. Mittal. Engels. (2014). The benefits M.Correa, P. Flores, V. Grau,
educativa. Posibilidades y (2016). Playing Action Video of playing video games. F. Lagos et al. (2003).
problemáticas acerca de los Games a Key to Cognitive Beyond Nintendo: design and
American Psychological
serious games. Revista de Enhancement. Procedia Computer assessment of educational
Association.
Innovación Educativa Apertura. Science, 115-122. videogames for first and second
153 D.R. Michael & S.L. Chen.
146 L.A. Annetta, J. Minogue, 149 I. Granic, A. Lobel & R. grade students. Computers
(2005). Serious games: Games &Education.
S.Y. Holmes & M.-T. Cheng. Engels. (2014). The benefits of
that educate, train, and
(2009).Investigating the playing video games. American 156 I. Granic, A. Lobel & R.
inform. Muska & Lipman.
impact ovideo games on high Psychological Association. Engels. (2014). The benefits of
school students’ engagement 154 F.C. Blumberg,S.F. playing video games. American
150 C. Steinkuehler. (2010). Video
and learning about genetics. Rosenthal,& J.D. Randall. Psychological Association.
Games and Digital Literacies.
Computers and Education, 74-85.
Journal of Adolescent & Adult (2008).Impasse-driven 157 I. Granic, A. Lobel & R.
147 C.S. Green & D. Bavelier. Literacy, 61-63. learning in the context of Engels.(2014). The benefits of
(2012). Learning, video games. Computers in playing video games.
151 E. Stanmore, B. Stubbs, D.
attentional control, and
Vancampfort, E.D. de Bruin Human Behavior. 158 M. Ventura, V. Shute & W. Zhao.
action video games. Current
& J. Firth. (2017). The (2013). The relationship between
biology,197-206.
effect of active video games video game use and a performance-
on cognitive functioning in based measure of persistence.
clinical and non-clinical Computers and Education, 52-58.
populations: a meta-analysis
of randomized controlled
trials. Neuroscience
Video Games: More Than Just A Game - Learn by Playing: Video Games and Education in the Digital Age 201
159 J. Bohannon. (2009). Gamers
rotation angles, and the parts of the 160 J. Bohannon. (2009). Gamers
Foldit is a computer video molecule that adhere to water tend to unravel the secret life of
game that motivates players to point outwards. The closer the model protein.
are fundamental for explaining the monkey virus, that causes the infection
retroviral protease solved by
and their role in different illnesses. and AIDS. This was a breakthrough in
Nature Structural & Molecular
Nevertheless, there are still many things the research for finding a cure for this Biology.
Video Games: More Than Just A Game - Learn by Playing: Video Games and Education in the Digital Age 202
The Incorporation of this context, by combining games and
Computational Thinking technology along with other related
tools such as virtual reality, video games
and Gamification into
are a promising option for generating
Educational Systems positive impacts in education at a
relatively low cost.
Over the last few decades, schools in
several countries of the world have
been progressively incorporating Computational Thinking
new technological infrastructure: as Part of the Curriculum
connectivity, laptops, tablets, or
robots, while new courses, such as Australia, Korea, the US, Finland,
programming, have been added to England, Norway and Sweden are
school curricula. These processes have examples of successful cases outside
not only changed how teaching is done, the Latin American region where
but also how and what we learn. The technology has brought about the
traditional educational system is largely possibility of exploring new content in
based on rules for learning different the classroom, such as computational
contents: language, mathematics, thinking, and new ways of learning,
science, etc., where generally such as gamification, through the
information must be memorized and the development and use of video
key tool for learning becomes repetition. games. Within the region, the more
Alternative theories of learning such emblematic cases have been seen in
as gamification focus on the intrinsic Uruguay and Argentina, which in 2018
capacity of individuals to motivate included digital literacy as part of their
themselves and choose a game that mandatory education. Recently, other
will allow them to practice and develop countries such as Chile have also
certain skills because they know that included computational thinking
the experience will be enjoyable. In in the curriculum.
Video Games: More Than Just A Game - Learn by Playing: Video Games and Education in the Digital Age 203
How Different Countries have Adopted Computational Thinking
Year introduced
into the Extent of Starting Incorporated into
Country curriculum Required coverage Age Independent subjects other subjects
Programming, computational
Argentina 2018 Yes Universal 4 years
thinking & Robotics
Science, Technology,
Australia 2015 Yes Universal 5 years No Engineering &
Mathematics
Public
Chile 2018 No 8 years Programming
schools163
Only secondary
Korea 2015 Yes164 Universal 5 years Software Education
education
US 2015 No 40% 5 years Computer Science
Finland 2016 Yes Universal 6 years No Mathematics
England 2013 Yes Universal 5 years Computer Science
Transversal
Mexico 2016 No 1.3%165 165 6 years No throughout
curriculum
Yes, through
Norway 2020 Yes Universal 6 years Programming Computational
Thinking
Transversal
Public
Peru 2016 Yes 6 years No throughout
schools
curriculum
Technology,
Sweden 2017 Yes Universal 5 years No Mathematics &
Social Sciences
Science, Technology,
Public
Uruguay 2017 No 5 years Programming Engineering and
Schools
Mathematics
163 The implementation of the plan 164 Required for primary and 165 There is a pilot program
began in the second semester secondary school. Optional within the Plan @prende
of 2008 in 30 Bicentennial course in high school that 2.0 for approximately 3000
and private schools that are thought for making algorithms primary schools). Available
subsidized in the municipalities and computer programs (Kwon & at: https://www.inee.edu.mx/
Mineduc, 2018.
Video Games: More Than Just A Game - Learn by Playing: Video Games and Education in the Digital Age 204
Argentina. The program “Learn 2015 and 2016 showed an increase in
166 Ministerio de Educación de la
Connected” (Aprender Conectados) was the importance that schools give to this
Nación. (2017). Competencias
established as an integral educational topic. While in the first poll, only 25%
de educación digital.
innovation policy. Its main objective of school principals reported that their
is to guarantee digital literacy to help schools offered Computer Science, in 167 J. Baker. (2018). Coding
learn the skills and knowledge that will the 2016 poll, this number increased to be mandatory in primary,
be needed in the society and culture to 40%. Although Computer Science early high school. Available
of the future. Within its structure, this is not a required subject, more and at: https://www.smh.com.au/
program implements digital education, more parents, students and teachers national/nsw/coding-to-be-
programming, and robotics at all levels are acknowledging their benefits. Fully mandatoryin-primary-early-high-
of mandatory education. This program 71% of the teachers report their belief school-20180817-p4zy5d.html
is designed to make children develop that Computer Science is at least as 168 S. Kwon & K. Schroderus.
knowledge on computer language and important as Mathematics, Science or (2017). Coding in schools:
logic, integrate the wisdom of computer English. Some 60% of them believe that Comparing Integration of
science to solve problems, stimulate it should be a required subject.169 Programming into Basic
creativity, and develop ideas through Education Curricula of Finland
programming and robotics.166 Finland. Starting in 2016, the Finnish and South Korea. Finnish
national primary school curriculum Society on Media Education.
Australia. Programming and coding established programming or coding
are included in the mandatory STEM as part of the mandatory education
169 Google Inc. & Gallup Inc.
these subjects had been optional will not be a separate class. The Finnish 170 T. Toikkanen. (2015).
since 2015, starting in 2019, primary system progressively incorporates
school students will be required to technology, computational thinking and
take courses to develop computational the digital world into the curriculum
thinking from Kindergarten through between the first and ninth grades. In
second grade; data types and
particular, in the second, sixth and
information representation using
ninth grades, aspects of programming
programming in the third and fourth
are incorporated into the mathematics
grades; and digital systems and
curriculum. Finland understands that
computer game creation in the fifth
the teaching of programming impacts
and sixth grades. In the higher grades,
the development of other abilities
students will continue to learn more
such as creativity, problem solving,
advanced programming.167
motivation and interest in STEM
Korea. The country’s educational subjects and logical thinking.170
reform of 2015 introduced a new
England. The objective of the
curriculum in basic education. One of
national Computing study plan is for
the major changes is the introduction
students to be able to understand
of coding and programming as part of
and apply the basic principles and
Software Education program, which
concepts of computer science, through
will be part of the study plan for all
logic, algorithms, and information
primary and secondary school levels
representation. Its implementation takes
and will be incorporated into the high
place in four stages. In the first stage,
school curriculum by 2019. This new
plan centers on the development of for children between the ages of five
computational thinking, coding skills and six, students learn to understand
and creative expression through the use algorithms and use logical reasoning
of software, in line with the objective to and technology safely. In the second
cultivate the individual competencies stage, for children from seven to eleven,
needed for future society.168 students learn to design, write and refine
programs that meet specific objectives.
USA. US schools have opened their The also learn to understand computer
doors to the teaching of Computer networks, including internet and its
Science. Gallup and Google polls in multiple services. In the third stage, for
Video Games: More Than Just A Game - Learn by Playing: Video Games and Education in the Digital Age 205
children from 11 to 13, students take comprehension, critical thinking and 171 GOV.UK. (2013). National
on computational thinking and binary deep learning. The new curriculum curriculum in England:
language in order to undertake creative needs to provide students with computingprogrammes of
projects that involve the selection, use sufficient time to gradually develop study. Available at: https://
and combination of multiple applications. their comprehension of concepts www.gov.uk/government/
For students over 14, the plan focuses and contexts in a subject. Although publications/national-
on developing and applying analytical programming will be an independent curriculum-in-england-
skills, problem solving and the design of subject, the curriculum will incorporate computing-programmes-of-study/
computational thinking.171 Computational Thinking as a tool for national-curriculum-in-
learning other subjects.172 england-computing-programmes-
Mexico. @prende 2.0 (Le@rn 2.0) is
the digital strategy of the Secretariat
Peru. The national digital technology of-study
strategy for basic education 2016- 172 A. Balanskat, K., Engelhardt &
for Public Education, which seeks to
2021 in the Peruvian educational A. Litcht. (2018). Strategies
foster the use of information technology
and communication to promote the system is managing a transition that to include computational
development of digital skills and goes from the use of information thinking in school curricula
computational thinking in the national and communication technology as in Norway and Sweden.
curriculum in a transversal manner. tools, to the progressive adoption of Brussels: European Schoolnet.
There are six fundamental components a more systemic approach that not 173 MINEDU. (2016). Estrategia
within this program: professional only encompasses media but also nacional de las tecnologías
development for teaching information competencies, experiences, practices, digitales en la educación
technology and communication, digital attitudes, values, and the emerging básica: de las TIC a la
educational resources, strategic culture of the digital world. The main inteligencia digital.
initiatives, equipping, connectivity and objective of this new vision is to
monitoring and evaluation. The strategy empower students as citizens who are
also emphasizes the development capable of using digital technologies
of skills such as (I) critical thinking, to relate better to each other and
which implies that students analyze, transform their communities so that
compare, infer, synthesize, interpret they can reach their full potential.
and evaluate the knowledge acquired; This model is based on the following
(ii) creative thinking, where knowledge principles: (I) to focus on the needs of
is applied to create new and original the person; (ii) to facilitate learning at
thoughts, ideas and solutions to real any time and any place; (iii) to empower
problems; (iii) information management, the teacher as a change agent; (iv)
understood as the capacity to find, to design for different needs and
evaluate and apply it to solve problems; potentials; (v) to adapt environments
(iv) communication, considered as so that they facilitate experimentation;
the ability to utilize digital media (vi) to use data to make informed
and environments that facilitate management decisions; (vii) design
communication and collaborative consistent experiences through a
activities; (v) collaboration, understood diverse educational ecosystem; (viii) to
as the capacity to work in teams to fulfill implement user-friendly technology;
a common objective, and finally; (vi) the (ix) to design open interventions by
use of technology, which consists of the default; and (x) to gradually adjust the
capacity to use technological tools to model through continuous learning.
complete tasks. Finally, among its major milestones,
it is expected that by 2020, basic
Norway. This Nordic country has
education students will develop the
joined the group of countries who have
capabilities that are appropriate for
included in their curriculum tools that
digital technology environments.173.
enable children and young people
to find solutions to the challenges Sweden. This country has included
of today and the future. Planned for four basic principles into its mandatory
2020, the goal of the Norwegian study curriculum: (i) to understand the digital
plan is to place greater emphasis on transformation of society and how it
Video Games: More Than Just A Game - Learn by Playing: Video Games and Education in the Digital Age 206
affects us; (ii) to use digital tools and leadership of the Initial Primary 174 A. Balanskat, K. Engelhardt &
media; (iii) to develop a responsible Educational Board (CIEP) and the A. Litcht. (2018). Strategies
approach to digital technology; and Plan Ceibal, designed to help students to include computational
(iv) to learn to put their own ideas boost logical mathematical thinking, thinking in school curricula
into action and solve problems. In creativity and problem solving in an in Norway and Sweden.
the Swedish curriculum, the teaching innovative way through computational Bruselas:European Schoolnet.
of programming is integrated mainly thinking. The plan also includes
175 CEIP. (2017). Pensamiento
into three subjects: Technology, concept-based learning for the areas
computacional: un proyecto
Mathematics and Social Science. Within of Science, Technology, Engineering
para seguir generando
the subject of Technology, students and Mathematics.175 Initially they
curiosidad por la tecnología.
learn to control objects through started with a pilot project in fifty
Available at: http://www.
programming (first to third years) to schools with fifth and sixth grade
ceip.edu.uy/prensa/1799-
include their own creations (fourth to students who attended classes via
pensamiento-computacional-
sixth years) and apply controls and video conferences on the principles
un-proyecto-para-seguir-
rules (seventh to ninth years). Within of programming, and regular classes
generando-curiosidad-por-la-
the subject of Mathematics, students to apply the concepts learned on the
tecnolog%C3%ADa
first learn how they can build, discover solution of concrete problems in other
and follow step-by-step instructions as subjects. In both formats, the project 176 T Urwicz. (2018). The
a basis for programming (first through provides the necessary theoretical informatics classes will
third years). Between the fourth tools and the methods to incorporate gradually change from one
and sixth years, student learn how them into the classroom (Plan Ceibal, method to another. Retrieved
algorithms can be used in programming 2018). The idea behind the project from El País Uruguay: https://
is for computational thinking to be www.elpais.com.uy/informacion/
as well as their visual environments.
“transversal in the education and to clases-informatica-borde-
Between the seventh and ninth year,
make it so that any teacher can work extincion.html
students learn to program in different
under this logic.”176 The Initial Primary
programming contexts where they can 177 Plan Ceibal. (2018).
Educational Board project was applied
create, test, and improve the algorithms Pensamiento computacional:
nationwide in 2018 for students in
to solve mathematical problems. 174 un proyecto para seguir
the fifth and sixth year (for students generando curiosidad por
Uruguay. In 2017, the approximately 11 years old) in those la tecnología. Available
Computational Thinking project schools who applied to participate in at: http://www.ceip.edu.
was launched in Uruguay, under the the program.177 uy/prensa/1799-pensamiento-
computacionalun-proyecto-para-
seguirgenerando-curiosidad-
por-latecnolog%C3%ADa
Video Games: More Than Just A Game - Learn by Playing: Video Games and Education in the Digital Age 207
Videogames that Incorporate 178 A. Rivas y L.E. Delgado.
Gamification into Education (2016). Un mapa del futuro:
Cincuenta innovaciones
Over the past few years in Latin (Chile), Shamanimals Fantastic Tales educativasen América
America, there has been a steady (Colombia), DragonBox (Uruguay), Latina. Graduate XXI- Banco
growth of products that use Creápolis (Argentina) and they have Interamericano de Desarrollo.
gamification technology as a tool fundamentally focused on three areas:
179 Ncite. (2019).Available at:
for learning.178 Some of the best- school desertion, teaching of traditional
http://blog.ncite.mx/
known video games are Local Heroes content and development of non-
(Mexico), Qranio (Brazil), Kokori traditional skills. 180 Ncite. (2019). Available at:
http://blog.ncite.mx/
www.qranio.com
Local Heroes (Héroes Locales Qranio (Brazil). Qranio is a
182 M.J. Madarnás. (2018).
in Spanish) This is a multi-player mobile learning platform that
Cuatroapuestas latinoamericanas
online video game developed allows players to convert their
porintegrar el videojuego
by Ncite, a Mexican digital knowledge into real prizes by
en lasaulas. Available at:
transformation agency that accumulating Qi$, the game’s
http://blogs.deperu.com/
specializes in education.179 The virtual currency. Within Qranio,
espacio-infantil/4-apuestas-
game allows players to select their it is possible to identify various
latinoamericanas-por-integrar-
careers and educate themselves educational categories, such
el-videojuego-en-las-aulas/
through the choices provided as Basic Teaching, the National
in the game, where they can Middle School Teaching Exam
meet prestigious persons in their in Portuguese (ENEM), Biology,
occupation who act as mentors. Chemistry, Physics, Mathematics
Careers run from medicine to art and others. There are also three
or sports, where mentors are real different ways to play: individually,
persons with years of experience dueling, and by the question
in the field chosen by the player as of the day, which allow players
his or her career. The simulation to interact with others on the
and the guidance by experts platform.181-182
help the student make informed
decisions with a greater sense of
self-assurance so that there is a
decline in the number of dropouts.
The video game also connects
players with scholarship programs
and educational institutions.180
Video Games: More Than Just A Game - Learn by Playing: Video Games and Education in the Digital Age 208
183 FazGame. (2018). Retrieved
FazGame (Brazil). This Creápolis. Developed by the from FazGame: www.fazgame.
educational innovation says educational social network, com.br
everything in its name. In Aula365,187 Creapolis is a massively
184 Newsroom. (2016). Game to
Portuguese it combines the multi-player online game (MMOG),
create games. Available at:
word “do” (faz) with game—and designed for children and for
http://www.arede.inf.br/game-
this is precisely the objective. education. Directed towards
para-criar-games/
Students use this software to young persons between the ages
build educational games under of 6 and 12, the game challenges 185 Newsroom. (2016). Game to
the supervision of their professors. them to share. Within the game it create games. Available at:
develop XXI century competencies or floors, each with its respective para-criar-games/
by means of an interactive function: the first floor, known as 186 BID. (2016). El BID
educational model where users not the creation classroom, is where celebra la tercera Noche
only play, they actually decide what art, video games music and comics de Emprendimiento con 12
to play and design their own video are created; the second level is startups de AméricaLatina
games.183 Through their active called the multi-lingual class room, y el Caribe. Available at:
participation in Fazgame, students where it is possible to find movies https://www.iadb.org/es/
develop the skills of planning, with educational content in three noticias/comunicados-de-
collaborating, perseverance, logical different languages; at the third prensa/2016-10-10/bid-celebra-
reasoning and problem solving.184 level, known as the creator’s floor, noche-de-emprendimiento-en-
Because of its disruptive character, there are exclusive contents such idear-soluciones%2C11591.html
Fazgame has won numerous as weekly trivia and prizes for the
187 Aula 365. (s.f.). De paseo
awards in the regions and it has players. Professors and students
por Creápolis. Available at:
been translated into English and interact continually within the game,
http://www.aula365.com/
Spanish.185-186 showing that it is possible to take
creapolis-expectativa/
the process of learning outside
of the classroom and away from
traditional pedagogical tools.
This video game invites the users
to live an experience where they
themselves are the guardians of
their own innovations. They can
make their own characters, their
own houses, their own city as well
as create music, comics, games
and drawing. The game is currently
active in Argentina and Peru (first
release countries) and Spain,
Colombia and Mexico.
Source: FazGame, 2018
Video Games: More Than Just A Game - Learn by Playing: Video Games and Education in the Digital Age 209
188 Educar y Motivar. (2017).
Kokori (Chile). Born in Chile, Shamanimals Fantastic Tales Kokori: Espectacula
Kokori arose in response to (Red Mapache, Colombia). rvideojuego de BiologíaCelular
the need to create innovative In an effort to improve reading
en español y GRATIS.Available
pedagogical instruments. comprehension skills for children
at: https://educarymotivar.
Implemented in more than one between the ages of 6 and
blogspot.com/2017/01/kokori-
hundred municipalities in the 8, Red Mapache developed
espectacular-videojuego-
country, Kokori aids in the teaching the application Shamanimals
de.html
of Cellular Biology through the Fantastic Tales. Shamanimals is
189 LOF. (2017). Kokori,aprendizaje
use of simple didactic concepts. a series of interactive animated
en Biología Celular
Students must learn to manipulate books that implement trivia and
different nano-robots to defend the practical exercises that evaluate 190 C.A. Ortega. (2014).
cell against attacks from viruses the reading comprehension levels Shammanimals, una aplicación
and bacterias. In the meantime of the user. This game also allows educativa para mejorar la
they meet the mitocondria, the parents and teachers to closely lectura. Available at:
Golgi apparatus, the nucleus and follow the child’s process, and it http://www.youngmarketing.co/
other parts of the cell.188 Since it is generates tools to reinforce those aplicacion-convierte-clasicos-
distributed for free and there is no sections where the child might literarios-en-una-divertida-
charge for its use, Kokori has been having difficulties or requires experiencia-educativa/
downloaded more than 60,000 more practice. Red Mapache has
191 Tecnósfera. (2014). Mejore
times in 36 countries. It is available also instituted a business model
la comprensión de lectura
in Spanish, English, Italian, Catalan, where for every interactive book
de los niños con una
Mapadungun and finally, Rapa Nui, or game sold, they will donate
aplicación móvil. Available
the language where Kokori means an additional one to a foundation
at: https://m.eltiempo.com/
“collective game. Kokori also equipped with the necessary
archivo/documento/CMS-14137835
provides complementary support infrastructure to extend the game
tools, such as a cellular navigator, to more vulnerable communities
teaching guides, comics and a and generate a positive
television series.189 impact.190-191
Video Games: More Than Just A Game - Learn by Playing: Video Games and Education in the Digital Age 210
192 WeWantToKnow. (2019).
and Video Gamess personalized for different age groups, diseña videojuegos con los
Learning Mathematics is not easy analyze them so that later it is easier to Finlandia. Available at:
it. Gamification has approached such as adding and division. The game noticias-42411821
this problem and DragonBox is an also makes the learning process more
innovative solution that surpasses personalized in that it goes at the same
the limitations of traditional pace as each student.
pedagogy. In Mathematics classes, The video game contemplates
generally someone speaks to the a virtuous circle of commitment,
students and they listen to what is exploration, understanding and
being transmitted to them. For the application. Taking advantage of
Uruguayan, Gonzalo Frasca, the children’s innate curiosity, DragonBox
designer of WeWantToKnow, the proposes that children play to learn and
studio that designed Dragon Box. gives them an enriching educational
With video games, students not only experience. (WeWantToKnow, 2019).192
Video Games: More Than Just A Game - Learn by Playing: Video Games and Education in the Digital Age 211
How Can Latin America societies where they can flourish and
195 A.P. Ortiz, M.F. Carrera,H.L.
take advantage of Technology deal successfully with challenges. Ruiz, M.J. López &J.J.
The educational systems of
to Increase Learning and García. (2017). El uso de los
the Latin American and Caribbean
the Development of Skills region therefore have the compound
videojuegos como herramienta
Video Games: More Than Just A Game - Learn by Playing: Video Games and Education in the Digital Age 212
Decalogue of the Principles for Boosting the
Impact of Video Games on Skill Development
04
Promote
01
From the outset:
games that are
promote greater
03
cooperative,
diversity among
as opposed to
video game developers.
competitive.
Limit the
exposure
time.
02
Co-design the game with
the users, who must feel
like agents and not only
05
consumers. To do so, if it is an Control the
educational game, it is important use of online
for the users to be aware of its video games
purpose and the learning objective to avoid player
so that they can actively contribute dependence and
to making it work. anxiety about continuing
in games that are running
constantly.
06
Exploit the entertainment
side of serious games to In games for fun, always think
maximize their learning of them as an instrument for
potential. doing good: gaming for good.
Do not include content that
may lead to behavior that
is excluding, anti-social,
aggressive or sexist.
09
Connect the learning activities to a
07
more complex problem; The tasks
must be real and the setting must
reflect the complexity of the real
environment that the student must
function in once the learning cycle of the In both educational
10
game has finished. and fun games, try
to include messages
that allude to the
challenges of today, for
example, equity, climate
Adapt the content and change, poverty, disability,
messages to the age of each etc. These allusions can help raise
08
user, expanding the windows of awareness or induce positive changes,
opportunity for the development such as greater empathy, in user
of each type of skill. behavior.
Video Games: More Than Just A Game - Learn by Playing: Video Games and Education in the Digital Age 213
In the last few years, the multiple on technological development. How
applications of gamification—not only in individuals will be trained in this
the field of education but also in science dynamic environment will depend on
and medicine—have demonstrated that how well these changes are converted
they are not only effective, but can also into opportunities that capitalize
be scaled up because of the potential on effective measures to positively
reach made possible by technology. transform societies. In this context,
For example, Re-mission, a game for video games can be a low-cost, high-
children and young cancer patients, impact tool as long as certain conditions
managed to help them increase are met. They provide a valuable
the adherence to treatment, self- opportunity to develop cognitive skills,
sufficiency and knowledge about their incorporate less-traditional content,
illness.198-199-200-201 Since its release in such as the enhancement of digital or
2006, Re-mission has been distributed socio-emotional capabilities and reduce
to more than 200,000 patients and socio-economic and learning gaps.
in 2014, a study showed that the Furthermore, through gamification, they
video game improved the physical and could increase students’ commitment
psychological health of the users.202 to schooling and become part of the
Other important advances in the solution for improving low academic
field of education and technology, and performance and high drop-out rates
directly connected to the development in the region.206 The industry plays a
of video games, stem from the use of fundamental role and it is important
virtual reality (VR). There are numerous for it to incorporate the knowledge it
studies that show VR’s potential for generates into games and not only make
building empathy because it allows the the player have fun. Games must also
user to literally experience any situation help players develop key competencies
from any perspective.203-204 Other so that they can flourish with individual
experiments prove significant increases in and group solvency. It is a fact that video
environmental knowledge and awareness games are part of the lives of boys and
regarding topics on climate change for girls and adolescents. It is up to the
participants of different age groups.205 educational system to take advantage
Education for the XXI century of them to enhance those aspects
required active and continuous that convert them into useful tools for
education, with a special emphasis creating XXI century individuals.
198 C.J. Ferguson. (2007).The good, 201 S.W. Cole, D.J. Yoo &B. 203 F. Herrera, J. Bailenson,E. 205 D.M. Markowitz, R. Laha,B.P.
the bad and the ugly: A meta- Knutson. (2012).Interactivity Weisz, E. Ogle J. Zaki.(2018). Perone, R.D. Pea & J.N.
analytic review of positive and reward related neural Building longterm empathy: Bailenson. (2018).Immersive
and negative effects of violent activation during a serious A large-scale comparison Virtual Reality Field Trips
videogames. Psychiatric videogame. PLoS one. of traditional and virtual Facilitate Learning About
Quarterly, 309-316. reality perspective taking. Climate Change.Frontiers in
202 P.M. Kato, S.W. Cole,
PloS one. Psychology.
199 Hopelab. (2012). Re-Mission: A.S.,Bradlyn & B.H. Pollock.
Where it all began. Available (2008). A video game improves 204 A. van Loon, J. Bailenson,J. 206 CIMA. (2016). América Latina
at: https://www.hopelab.org/ behavioral outcomes in Zaki, J. Bostick,R. Willer. en PISA 2015: ¿cómo se
projects/re-mission/ adolescents and young adults (2018). Virtual reality desempeñan las niñas y los
with cancer: a randomized perspective-taking increases niños? Washington: Inter-
200 R. Tate. (2014). Can
trial. Pediatrics, 305-317. cognitive empathy for specific American Development Bank.
VideoGames Be Designed To
others. PloS one.
Promote Health? Available
at: www.hopelab.org/blog/can-
video-games-be-designed-to-
promote-health-re-mission/
Video Games: More Than Just A Game - Learn by Playing: Video Games and Education in the Digital Age 214
Video Games:
It’s also a
Girl’s Thing
Video Games: More Than Just A Game - Video Games: It’s also a
Girl’s Thing 215
Are all gamers only males? This question has taken on
greater relevance over the last decade, given that gamer
communities, made up of both sexes and all age groups
have grown by leaps and bounds. The video game industry
has stepped up its efforts to adequately represent
females in video games and recognize women players as
an essential part of the industry’s public. Their visibility
in this and other links in the value chain plays an equally
important role; for example, as prominent women esports
figures, as CEOs of video game firms, as artists, developers,
designers, animators, publicists and as all the women
that work in the specific communication channels of this
industry. In the entire industry, we find women leaders that
should be recognized, but acknowledgment alone will not
be enough. All of us are the ones who need to change
to make way for new content and more inclusive
stories, full of heroines and strong female characters as
both protagonists and antagonists. All this new narrative
in games with heroines—such as Lightning, from the game
Final Fantasy XIII; Kate Walker from the series Syberia, or
Samus Aran from the series Metroid—has been inspiring
and relevant for changing this perception. Although there is
still a long way to go, the video game industry is beginning
to incorporate all of these changes. It is now beginning to
show its interest and concern for recognizing the creative
and talented women that previously it didn’t know existed.
Video Games: More Than Just A Game - Video Games: It’s also a
Girl’s Thing 216
Who are behind With the passing of time, technology
207 A. Anthropy. (2012).
the video games? made it possible to understand the
Rise of the Videogame
market and the perceptions about
Zinesters: How Freaks,
Video games have been and continue to it could be verified with real data.
Normals, Amateurs, Artists,
be, as Anna Anthropy relates, “created Analytical tools showed that the market
Dreamers, Drop-outs, Queers,
mainly by small and insular groups of was much larger and more diverse in
Housewives, and People Like You
people. When computers were first genre and age than what anyone had
Are Taking Back an Art Form.
installed on university campuses, only previously thought. For example, a
Seven Stories Press. Available
engineers had the sufficient technical 2015 survey asserted that although
at: https://books.google.com/
knowledge to program games on them. 60% of adults thought that the majority
books?id=nc3GRXqgPZ8C&pgis=1
It is not surprising that the games they of gamers were men, and this opinion
made looked like their own experiences: was shared by 57% of women, the 208 D. Ortiz Niño. (2015).
De videojugadoras a
physics simulations, space adventures data in 2017 actually revealed that
drawn from the science fiction stories some 46% of gamers were women. The desarrolladoras: el
they enjoyed, the Dungeons and real gender gap turned out to be only aprendizaje del desarrollo
Dragons tabletop role-playing games minimal.210 In some countries, women a través del prosumo. Bogotá,
Nacional de Colombia,
Nonetheless, even though the majority as in the US where women account for
Facultad de Ciencias Humanas,
were men, women were also part of 66% of gamers,211 while in Brazil, 51 %
Departamento de Sociología.
this academic environment. The first of mobile gamers are women.212
video game consoles were promoted Cheaper personal computers 209 D. Ortiz Niño. (2015).
to both boys and girls alike, and touted and consoles, access to tablets and De videojugadoras a
as entertainment for the entire family. especially the greater penetration of desarrolladoras: el
Once they were in the homes, however, mobile phones and the massification aprendizaje del desarrollo
the computers and the consoles fell of access to internet, have not only a través del prosumo. Bogotá,
into the same division by sex as all the resulted in the expansion of gender Colombia: Universidad Nacional
other electrical home appliances of and age groups, but also in different de Colombia Facultad de
those times: “The technologies outside player patterns. Some spend long hours Ciencias Humanas, Departamento
of the house, such as the car, were the playing at home, while others play de Sociología
realm of men while the women were in short sessions lasting only minutes
210 Available at: https://newzoo.
charge of the technologies pertaining at work. Some players compete with
com/insights/articles/male-
to the kitchen and the cleaning, so the whole world while others play only
and-female-gamers-how-their-
that others—the husbands— could with friends and family. With more
similarities-and-differences-
have more free time which enabled affordable high-end computers, and
shape-the-games-market/
them to take over the entertainment cheaper professional development
technologies.208 By the mid-eighties, software (some can even be free, such 211 Available at: https://
promotional strategies focused on the as Unity or Unreal Engine), teams have newzoo.com/insights/articles/
segment of the public who was most sprung up in all corners of the planet maleand-female-gamers-
likely to purchase a product at that time. and are beginning to develop new video how-theirsimilariies-and-
Advertisements were aimed at men games, private and public servers, and differences-shape-the-games-
and they lost all sight of the possibility communication channels to discuss market/
of extending their audience to any games and watch others play. Also 212 Available at: https://newzoo.
other type of user. Today, the search included are a vast number of tutorials com/insights/infographics/
for new market niches has changed in video format that, for example, brazil-games-market-2018/
this situation somewhat, but at that prepare gamers to advance to higher
time, video games were increasingly levels and thousands of communities
meant for and promoted only to male have popped up to share information
adolescents because they were the ones on the industry. Internet and new
that got computers. Likewise, these electronic payment methods have made
men, this audience “would be the ones digital distribution more agile and that
who would later show interest in careers is how the new voices of developers
in the areas of science and technology, from all over the planet have joined the
(and) some of these would take part in cloud to massify one of the industries
the creation of video games.”209 with a major potential for growth.
Video Games: More Than Just A Game - Video Games: It’s also a
Girl’s Thing 217
Women in Gamer Shaw studied how users whose gender,
213 C. Campbell. (2014). Where does
Communities sexuality or race differed from the
the word “gamer” come from and
white adolescent heterosexual male,
does it have a future? Polygon,
Even though women make up half of all which is assumed to be the “typical
6. Available at: http://
video game players, open communities gamer,” are insulted and questioned
www.polygon.com/2014/10/24/
have started a debate to define who in video game communities. In the
6984975/wheredoes-the-word-
should be called gamers. According end, however, they come to terms with
gamer-come-from
to Jon Peterson the term originated their gamer identity and more or less
with the board game, Wargames, that make their own definition of the term. 214 A. Shaw. (2011). Do you
simulated the experience of being a The study also showed that women identify as a gamer?
war commander. In time, the meaning have more difficulty applying the word Gender, race, sexuality, and
of the term began to change to refer gamer to themselves and conciliate gamer identity. New Media
to fans of role-playing, board games, their gender identity as gamers.214 & Society, 14(1), 28-44.
collectible card games and video We now live in a moment of Available at: http://doi.
games.213 Today, the term is used change, and are more open to gamers org/10.1177/1461444811410394
Video Games: More Than Just A Game - Video Games: It’s also a
Girl’s Thing 218
Women in Small recipient of more than fifty awards and
215 International Game Developers
and Medium-Sized considered to be one of the top games
Association. (2018). Developer
of all time. It was the highest-selling
Video Game Studios Satisfaction Survey 2017.
game for the month it was launched GDA. Available at: https://
The most important positions within and has sold over 41.7 million copies cdn.ymaws.com/www.igda.
the video game industry, particularly all over the world. org/resource/resmgr/2017_
in the larger firms, are still held by Another well-known woman is Kim DSS_/!IGDA_DSS_2017_
men, although there has been an Swift, who designed Portal, a game SummaryReport.pdf
improvement in the past few years for that has been awarded many times
both women and minorities. The result over, winning the prize for the game of
of a 2017 survey of developers with the year, best puzzle game, best villain
high-end computers in 2017 showed and best song. The most impressive,
that workers in the industry continue however, is that it has become a classic
to be predominately men at some 74%, and a benchmark for how far a puzzle
while only 21% identified themselves game can go.
as women and 3% as transgender.215 Video games can change the world
Small and medium-sized studios and the persons who live in it. They
offer an opportunity to make women are a powerful source of inspiration,
become enthusiastic about developing with an ample capacity to attract and
original content and team up with communicate and their reach was
groups that have the same or a greater never as relevant as now. Therefore it
number of women. The diversity of is indispensable to bring more diverse
viewpoints and the value that women profiles into the development teams
bring to a team are key for continuing so that games have greater richness
to innovate and produce games that and variation, reflecting their diverse
are can meet market demand. market and reaching their full potential.
For many women, a model to follow In the following section we will highlight
is Amy Henning, who in 2003 was some Latin American women who
art director and script writer for the are a sample of inspiring women who
video game company Naughty Dog demonstrate the potential they bring
in its acclaimed series: Uncharted. to development teams that are made
Henning, at this time, wrote the script up primarily of men. In Latin America
and directed a team of 150 persons we have a group of women that lead
who created the game which was this industry in their own countries and
acclaimed by the critics and the public. abroad—but this is only a sample. We are
This made it possible to develop a sure that there are many more that we
series (Uncharted 2,3), which was the do not have the pleasure of knowing yet.
Video Games: More Than Just A Game - Video Games: It’s also a
Girl’s Thing 219
Important Women in the
Video Game Industry Thais Weiller,
co-founded
JoyMasher together
ARGENTINA BARBADOS
with Danilo Dias, worked on
Oniken, Odallus, and Finding
Monsters and Rainy Day. She
currently teaches Game Design at
Ariana Green is co- PUCPR and works at JoyMasher.
Mara Ares is
founder of Couple She has published two books on
the CEO of Ares
Six Inc., the first game design, Game Start and
Gaming Labs and
video game studio in Barbados, Pense Pequeño.
Professor of Game Designing at
which focuses on producing
the Universidad Argentina de https://joymasher.com/
content rooted in the history and
la Empresa (UADE). At UADE,
folklore of the Caribbean. Ariana
students use agile methodologies
established the first Caribbean
which enable them to plan,
Chapter of the International Game
design and implement a
Development Association which
successful gaming project.
supports young talent and helps
She is the author of Video Games: Sabrina Carmona,
the industry grow at a local level.
10 Steps to Building your Firm originally created
https://www.patreon.com/couplesix
(Videojuegos. Construye tu a studio for free
empresa en 10 pasos). games in her native Brazil.
www.aresgaminglabs.com/
BRASIL Sabrina has worked in over six
countries around the world and
is currently one of the leading
producers of King, based in
London and known for the
Eliana Russi
Alejandra Bruno is development of the game Candy
currently heads
a narrative designer, Crush. Her work focuses on
Brazil Games, a
script writer and producing high-quality games for
program that supports video game
game designer of educational mobile platforms.
studios and content creators
video games—such as Mundo who want to internationalize
https://king.com/
Video Games: More Than Just A Game - Video Games: It’s also a
Girl’s Thing 220
CHILE
Video Games: More Than Just A Game - Video Games: It’s also a
Girl’s Thing 221
COSTA RICA
Video Games: More Than Just A Game - Video Games: It’s also a
Girl’s Thing 222
Tomorrow’s
Video Game
Jobs for Today’s
Students
Video Games: More Than Just A Game - Tomorrow’s Video Game Jobs for Today’s Students 223
The World Economic Forum, in its report on "The Future 216 Available at: https://
articles/2018-10-09-games-
for the Fourth Industrial Revolution," argues that the
industry-contributes-2-87bn-
professions that are in the highest demand today did to-uk-economy-supports-nearly-
not exist a decade ago, or even five years ago, and that 50-000-jobs
"65% of today's primary school children will work at jobs 217 Available at:
http://cepia.artes.unc.edu.
that do not yet exist." But might it be possible that video
ar/2017/11/13/adva-y-los-
games could somehow provide skills that are needed for videojuegos-en-argentina/
icex.es/icex/es/navegacion-
Video games are frequently seen as percentage of sales going to exports. principal/todos-nuestros-
something addictive, and that provoke According to Franco Gustin, from the servicios/informacion-
sedentary and violent behavior. The Argentine Agency of Foreign Trade, 95% de-mercados/paises/
literature on the subject, however, does of the country’s video game production navegacion-principal/noticias/
not always confirm this perception. is exported, meeting the high levels NEW2017705409.html?idPais=BR
When used in moderation, and, in the of quality demanded by the market.219
219 Available at: https://www.
case of children, under supervision, Much like the software industry in
cronista.com/negocios/Empresas-
video games can become valuable general, these firms are highly linked
de-videojuegos-ya-exportan-el-
tools to develop skills that can be to the rest of the world, participating in
95-de-lo-que-fabrican-en-el-
transferred to real life. They have also global development projects, often in
pais-20120924-0047.html
become a dynamic source of attractive association with the major international
jobs for today’s youth and are playing video game companies and working as 220 Available at: https://newzoo.
by motivating, uniting, teaching and The perspectives for the industry are games-market-reaches-137-9-
In a context of labor markets subject firm specialized in the video game take-half/
to profound changes stemming from market, estimates an annual sales 221 Available at: https://www.
new digital technologies, automation, growth rate of about 10% by 2021.220 digi-capital.com/news/2018/01/
and increasing independent and remote More cautious projections by Digi- games-software-hardware-
working arrangements, video games Capital221 and QYReports222 foresee 165bin-2018-230b-in-5-
can become a useful tool for facilitating an annual growth rate of above 6% years-record-2b-investment-
these changes. until 2023. Latin America is one of the lastyear/#.Wl3ZHpOMjPA
There are three complementary ways fastest-growing markets in the world.
222 Available at: http://www.
to look at the links between video games These optimistic prospects
digitaljournal.com/pr/3915590
and future jobs: first as a future career; would mean employment opportunities
second as a tool for future jobs; and third for a series of technical professions
as a source of future productivity. that include programmers, 2D and 3D
animators, sound engineers, among
Video Games as others, but they also include the
a Future Career creative professions such as musicians,
writers, illustrators, artists and
In addition to generating millions of producers. The impact of video games
dollars in the world, the video game on jobs in the creative sector should not
industry is responsible for generating be underestimated. LinkedIn (2015)
220,000 direct and indirect jobs in suggests that the abrupt surge in the
the US and nearly 50,000 jobs in the employment of musical composers in
UK.216 In Argentina, it is estimated that the US, which had remained stagnated
the industry employs two thousand at approximately 9000 positions
persons,217 while in Brazil the number is between 2002 and 2008 and then
close to four thousand.218 In both Brazil jumped to 25,000 in 2012, was largely
and Argentina, the industry is highly the result of Apple’s App Store launch
oriented to foreign markets with a high and Facebook’s applications which,
Video Games: More Than Just A Game - Tomorrow’s Video Game Jobs for Today’s Students 224
between 2007 and 2008, opened the indispensable, it is an advantage to 223 LinkedIn. (2018). “Study:Video
way for thousands of developers of have both basic programming skills and games causing spike in music
games of all sizes, which multiplied the artistic talent at the same time, to be composer employment”,LinkedIn,
demand for composers of music for able to interact with all the members of April 2018. Available at:
video games in the country.223 the team. www.geekwire.com/2013/study-
The multidisciplinary and techno- The profile of a successful video video-games-causing-spike-
creative profiles of video game game designer can in fact be very music-composer-employment/
development teams has brought about similar to those of some of the
224 Información surgida de una
a surge of new specialized careers leaders in the tech industry—a rare
búsqueda en: https://www.
that encompass both technology, such mixture of computer nerd, artist and
buscouniversidad.com.ar/ and
as informatics, telecommunications, communicator. Cases in point are
https://www.cursosefaculdades.
programming, artificial intelligence, etc., Shigeru Miyamoto, creator of some of
com.br/
and creativity and entrepreneurship, the world’s most famous video game
including design, management, art, franchises, including Mario, Donkey 225 Available at:
innovation and business. Currently Kong and The Legend of Zelda, or Sid http://www.telam.com.ar/
in Brazil, at least 11 institutions offer Meier, known mostly for the strategy notas/201612/174804-industria-
technological associate degrees (2 video games, Civilization. videojuegos-argentina-
to 3 years) in different parts of the As in other technological industries, desarrolladores.html
country. In Argentina, at least seven women have very little presence in
226 Available at: https://
academic institutions offer 3-year the video game industry. In Argentina,
es.slideshare.net/
tecnicaturas (a combination of the for example, according to a survey by
gonzalophill/motor-de-
words “tecni” for technical and the Argentine Video Game Foundation
juegosnet-reporte-2014
“licenciatura”, the traditional four or five- (Fundación Argentina de Videojuegos,
year undergraduate university degree) FUNDAV), only one in ten workers in
degrees in video game development. the industry are women.225 In Mexico
There is even a five year undergraduate the percentage of women comes in at
degree in Video Game Production and only 4%, according to the 2014 Motor
Digital Entertainment at the Universidad de Juegos Report.226 One of the major
Nacional de Rafaela.224 challenges for the future of the video
Nicolas Borromeo is a technical game industry will be to attract and
expert and video game development facilitate the professional development
instructor in the University Tecnicatura of women. This is true, even though
Program at the Universidad Argentina almost as many women, especially
de la Empresa (Argentine University adult women, play video games as men.
of the Firm). This degree program was The future of the video game
launched six years ago, responding, industry is also linked to the
according to Borromeo, “to the great development of new technologies,
potential of video games to open a such as virtual and augmented
diverse set of job opportunities in reality, a technology which the video
the future.” Borromeo himself stands game industry has been betting on
out as a game designer in charge of for decades. The massive success of
creating the gaming structure and PokemonGO introduced millions of
the conceptual development of video persons to the potential of these two
games, anchored on their contents realities. According to Indeed.com,
(characters, script, motivations and job searches in virtual or augmented
challenges) and mechanics (gameplay). reality increased by 400% between
He is the one who elaborates the 2014 and 2017, while job searches
documents used as guides for the for personnel experienced in virtual
production, which actually makes him a or augmented reality video games
type of video game director. To write a increased by 1,500%. Many of these
production guide, he must have a solid jobs can be found in video game firms
cultural base, and know something of but some tech firms, such as Facebook,
psychology, history and communication Microsoft and Sony, have now begun to
to be able to transmit an engaging experiment with virtual and augmented
game experience. Although it is not reality in a numerous amount of
Video Games: More Than Just A Game - Tomorrow’s Video Game Jobs for Today’s Students 225
applications both in and outside of profession to adapt to the expected
entertainment.227 changes in the labor market over
On the other hand there has been an the upcoming decades. It is also a
increase in the video game industry’s profession that fits in perfectly with
demand for data analysts and experts the key role of entrepreneurship in a
in artificial intelligence, both to improve regional market full of small and one-
game experience and diversify sources person video game companies.
of income.228 At the same time, video
games have become a very efficient way Video Games as a Tool
to train artificial intelligence software.
for Future Jobs
For example, in autonomous vehicles,
the use of virtual driving games may The second way that video games may
be a safe and effective way to train the relate to future jobs is their potential for
artificial intelligence software for these forming knowledge and skills. Future
types of automobiles.229 workers as well as current college
Playing games might even be students need to be well-equipped and
a lucrative profession. Esports, or motivated to train for and specialize
electronic sports have become on the in occupations less threatened by
fastest growing spectator sports in the automation. Video games can play a
world and it is a trend that promises role in this necessity.
to have the greatest impact on the The use of video games as a
industry in the coming years. According teaching tool is not new. The Oregon
to estimates by Goldman Sachs, esports Trail, developed in the 1970s taught
will reach a global audience of 300 generations of youth in the US about the
million by 2022, a figure close to that difficulties of pioneer life. Math Blaster,
of NFL Football in the US. In Asia, some launched for the first time in 1983,
esports stadiums have hosted some combined a type of arcade game with
50,000 persons and electronics sports math exercises. The so-called “serious”
stars compete for million dollar prizes.230 or educational games can be very useful
In this sense, video games offer for transmitting new knowledge, from
an attractive and dynamic career language, mathematics and science at
opportunity that combines knowledge school to foreign language for adults.
of programming, data analysis and They can also be safe and inexpensive
new technologies with creative and training tools for medical students and
artistic tasks. This makes it a versatile airplane pilots.231-232-233
227 Available at: http://blog. 230 Goldman Sachs. (2018). eSports: 232 Thai, Lowenstein, Ching & 233 Wong, Shen, Nocera,
indeed.com/2017/01/10/video- From Wild West to Mainstream, Rejeski. (2009). Game Changer: Carriazo,Tang, Bugga et al.
game-labor-snapshot/ Goldman Sachs, Equity Research, Investing in Digital Play to (2007). Serious Video Game
games-artificial-intelligence
Video Games: More Than Just A Game - Tomorrow’s Video Game Jobs for Today’s Students 226
Children and the generation which use, between five and fifteen hours
is now entering high school and college per week of action video games
have grown up with digital technology, boosted improvements both in vision
video games, animation and social and the ability to distinguish details
networks. It therefore makes sense to in a cluttered setting. Furthermore,
use video games and simulations for these players seem to be better
skill training. They provide an effective at following multiple objects on
and attractive way to teach by means of computerized tests and on average
virtual and interactive environments234. are better at multitasking. This
The more interesting aspect, contradicts the generalized perception
however, is not only about games that that video games decrease attention
are designed to acquire knowledge. spans.236-237-238-239.
Rather, psychologists and neuro- In another study, Green and Bavelier
scientists are investigating the effects (2003) evaluated the capacity of a group
of a limited and prudent use of video of participants to mentally manipulate
games, even including hit commercial 3D figures.240 It is a difficult task that
action games, on cognitive skills and tests spatial cognition, an essential skill
improving information processing. for many imathematics and engineering
A team from the University of applications. After the participants played
California, San Francisco demonstrated 10 hours of video games, in segments
how a scientifically well-designed game, of 40 minutes each for a period of two
NeuroRacer, was able to increase weeks, the performance improved
the skill of multitasking in elderly significantly and the improvement were
persons, close to that of a 20 year old. still measurable five months later.
The participants also experienced an According to some researchers,241
improvement in operational memory games could teach players to
and attention span, which lasted for at learn. Specifically, players do not
least six months after the first game.235 necessarily perform better when
In a series of studies, Bavelier, from confronting a new task, but they show
the University of Rochester, together an improved cognitive plasticity and
with other scientists discovered a more pronounced learning curve in
extensive cognitive benefits associated comparison to non-players, at least for
with simple commercial games. For certain motor and perception skills.
example, Bavelier and his team Beyond their potential for increasing
proved verified that the moderate cognitive and learning capabilities,
234 Proctor & Justice. (2014). 236 Green & Bavelier. (2015). 238 Stroud y Whitbourne. (2015). 240 Green & Bavelier. (2003).Action
Teaching Soft Skills withGames Action video game training Casual Video Games as Training video game modifies visual
and Simulations, Conference for cognitive enhancement. Tools for Attentional selective attention”,Nature,
Paper, AECT, Vol. 37 (2). Current Opinion in Behavioral vol 423, pp. 534-537.
Processes in Everyday Life,
Available at: https://members. Sciences, vol. 4, August 2015,
Cyberpsychology Behavior 241 Bavelier, Green, Pouget
aect.org/pdf/Proceedings/ pp.103-108.
and Social Networking, Nov. 6 Schrater. (2012). Brain
proceedings14/2014i/14_23.pdf
237 Glass, Maddox y Love. 18(11): 654-660. Plasticity Through the Life
235 Anguera, Boccanfuso, Rintoul,Al- (2013).Real-Time Strategy Span: Learning to Learn and
239 Li, Polat, Makous y Bavelier.
Hashimi, Faraji, Janowichet al. Game Training: Emergence Action Video Games. Annual
(2009). Enhancing the contrast
(2013). Video game training of Cognitive Flexibility Review of Neuroscience, 35(1),
enhances cognitive control Trait”,PLoS ONE 8(8): e70350. sensitivity function through p.p.391-416.
in older adults, Nature, vol. Available at: https://journals. action video game training,
Nature_2013-Video-game-training-
enhances-cognitive-control-in-
older-adults.pdf
Video Games: More Than Just A Game - Tomorrow’s Video Game Jobs for Today’s Students 227
video games have also shown In fact, other researchers assure us
themselves to be useful tools for that “by 2030, workers will spend
developing soft skills, such as creativity, double the time resolving problems
problem solving, social interaction, and 41% more time in tasks involving
leadership and teamwork, all of which critical thinking and reasoning.247
are skills that play important roles both They will use verbal communication
in schools and the workplace,242 and are and interpersonal skills 17% more
increasingly more valued by employers. frequently per week and will need to
Since it is unlikely that these types develop a stronger entrepreneurial
of abilities will become automated, it mentality.” The growing demand for
is quite certain that these soft skills soft and entrepreneurial skills have
will become more and more relevant already become more apparent in
for the jobs of the future.243-244-245-246 several surveys applied to firms.
242 Kyllonen. (2013). Soft Skills 244 Heckman & Kautz. (2013). 245 McKinsey. (2018). Skillshift: 246 Microsoft. (2018). The class
for the Workplace. Change: The Fostering and Measuring Skills: Automation and thefuture of 2030 and life-readylearn-
Magazine of Higher Learning, Interventions That Improve of the workforce,Discussion ing: The technologyimperative.
vol. 45 (6), pp. 16-23. Characterand Cognition, NBER Paper, MacKinseyGlobal A summary report,Microsoft.
Working Paper No. 19656, Nov. Institute, mayo 2018. Available at: https://educa-
243 Humburg, Van der Velden &
2013. Available at: https://www. Available at: https://www. tion.minecraft.net/wp-content/
Verhagen. (2013). The Employ-
nber.org/papers/w19656 mckinsey.com/~/media/McKinsey/ uploads/13679_EDU_Thought_
abilityof Higher Education
Featured%20Insights/Future%20 Leadership_Summary_revi-
Graduates: The Employer’sPer-
of%20Organizations/Skill%20 sions_5.10.18.pdf
spective, Comisión Europea,
shift%20Automation%20and%20
Jan. 2013. Available at: 247 Pounder y Liu. (2018). Nuevas
the%20future%20of%20the%20
https://www.researchgate.net/ ocupaciones. Algoritmolan-
workforce/MGI-Skill-Shift-
publication/265086055_The_Em- dia:Inteligencia Artificial para
Automation-and-future-of-the-
ployability_of_Higher_Educa- una integración predictiva e
workforce-May-2018.ashx
tion_Graduates_The_Employer’s_ inclusiva de América Latina,IN-
https://publications.iadb.org/
handle/11319/9080?locale-attrib-
ute=es&
Video Games: More Than Just A Game - Tomorrow’s Video Game Jobs for Today’s Students 228
The Most
Highly-Demanded
Knowledge and
Skills in Australia DIGITAL
2 % KNOWLEDGE
1
Increases in the skill
2
requirements listed
in employment offers.
Percentage of growth in
relation to “entry-level” jobs
that require these skills
2012-2015.
CRITICAL
%
THINKING
8
DIGITAL
KNOWLEDGE
CREATIVITY FOR
PROBLEM SOLVING
1 5
INTERPERSONAL
SKILLS
5%
CREATIVITY
PRESENTATION
SKILLS
6 %
TEAMWORK 2
AFFECTIVE
5 %
2
RELATIONSHIP
BUILDINGS
%
COMMUNICATION
SKILLS
1 9 PROBLEM
SOLVING
5 %
1 Source: AlphaBeta Online and classified ads for job offers.
2%
Data compiled by FYA (2016) from 4.2 million ads for job
1
offers in Australia.
Video Games: More Than Just A Game - Tomorrow’s Video Game Jobs for Today’s Students 229
Demand
for Skills
in Argentina
A survey carried out in 2018
89%
in Argentine industrial firms.
Percentage of companies
that consider each skill as Today In 5
very important, or important
years
for their employees, today
and in 5 years.
INTAL-UIA, 2018
65% 64%
43%
40%
36%
28%
23%
SOFT SKILLS
HUMAN-COMPUTER
INTERACTION
STEM
MANUAL OR
REPETITIVE TASKS
SOFT SKILLS
HUMAN-COMPUTER
INTERACTION
STEM
MANUAL OR
REPETITIVE TASKS
Video Games: More Than Just A Game - Tomorrow’s Video Game Jobs for Today’s Students 230
In this context, some researchers248 have become a medium for making new 248 Jackson, Witt, Games, Fitzgerald,
found a correlation between a greater friends: more than half have made new Von Eye & Zhao. (2011).
use of video games by 12 year olds friends online, and a third of them (36%) Information technology use and
and greater creativity in tasks such as say that they met new friends while creativity: Findings from the
drawing and story writing, irregardless playing video games. This is especially Children and Technology Project,
of gender, ethnicity of type of game true for males: among those who have Computers in Human Behavior,
played. In contrast, the study showed made friends online, 57% have done vol. 28, pp. 370-376. Available
that there was no correlation between so when playing video games on line, at: https://www.sciencedirect.
creativity and the use of cell phones, (compared to only 13% of girls). At the com/science/article/pii/
internet, and computers (that weren’t same time, nearly a fourth (23%) of S0747563211002147?via%3Dihub
for video games). adolescents reported that they would
249 Kovess-Masfety, Keyes, Hamilton
Likewise, other researchers249 give a new friend their gamer name as
et al. (2016). Is time spent
have pointed out that video game contact information.251
playing video games associated
use is not only linked to greater Barr, in 2017, found significant
with mental health, cognitive
intellectual capacity, but also to better positive effects of video games on soft
and social skills in young
interpersonal skills. In particular they skills, even among students of higher
children? Social Psychiatry and
noted fewer problems among peers and education.252 The study registered
Psychiatric Epidemiology, vol.51
less propensity to prosocial deficits. a significant improvement in the
(3), pp. 349-357.
Contrary to general perceptions, average score on the communication,
video games are not a solitary activity adaptability and inventiveness scales for 250 Granic, Lobel y Engels.
and socially they are more interactive a group of university students who used (2014). The benefits of playing
than ever before. More and more specific video games under controlled video games. The American
persons are playing online with friends, conditions for a period of eight weeks253. Psychologist, vol. 69 (1),
family members and strangers, crossing In line with this perception, in 2011, pp.66-78. Available at: https://
vast geographical distances, blurring not the White House launched the National www.apa.org/pubs/journals/
only cultural boundaries but also age STEM Video Game Challenge.254 This releases/amp-a0034857.pdf
and generational gaps, socio-economic contest highlighted the role of video 251 Lenhart, Smith, Anderson,Duggan
differences and language barriers.250 games in teaching school age children y Perrin. (2015). Chapter 3:
A study undertaken in 2015 by to learn skills in science, technology, Video Games Are Key Elements
the Pew Research Center, indicated engineering and mathematics in an in Friendships for Many
that 83% of adolescents in the US independent and innovative way, while Boys. Teens, Technology and
play with others in person and 75% at the same time strengthening skills Friendships, Pew Research
online. Nearly eight out of every ten such as creativity, systemic reasoning, Center, August 2015. Available
adolescents who play online (78%) problem solving and teamwork. at: https://www.pewinternet.
say that they feel the most connected Recognizing the potential of video org/2015/08/06/chapter-3-video-
to the friends who play video games games in education, there are schools games-are-key-elements-in-
with them. Furthermore, video games all over the world that have begun to friendships-for-many-boys/
Development Projects: A
Characteristics. Creativity
pp.418-425.
org/about/why-games/
Video Games: More Than Just A Game - Tomorrow’s Video Game Jobs for Today’s Students 231
incorporate them into their official who study this type of key degrees 255 Takeuchi y Vaala. (2014).Level
curricular.255 In fact, large video game for future jobs are women258 and only up learning: A nationalsurvey
companies create specific content for 30% of workers with these skills in the on teaching with digital
this new growing market. This is the manufacturing industry are women.259 games. New York: The Joan
case of Minecraft Education Edition, Hosein suggests a strong correlation Ganz Cooney Center at Sesame
by Microsoft,256 and Assassin’s Creed: between the use of video games by girls Workshop. Available at:
Discovery Tour of Ancient Egypt, by and the probability of choosing a career https://education.minecraft.
Ubisoft,257 based on hit commercial in science, technology, engineering or net/wp-content/uploads/jgcc_
games, created especially for use mathematics. This correlation does not leveluplearning_final.pdf
in schools. hold among males.260 According to a
256 Available at: https://
Finally, video games could recent study carried out in the UK, girls
education.minecraft.net/
even help reduce the gender gap that spend more than nine hours a week
in the development of skills in playing video games were three times 257 Available at: https://www.
science, technology, engineering as likely to study a degree in the STEM nytimes.com/2018/05/16/arts/
and mathematics. In Argentina, for areas, independently of the type of assassins-creed-origins-
example, only 33% of the persons video game they preferred to play. education.html
de Desarrollo (forthcoming).
INTAL-UIA, 2018.
According to a new study The intensity of girls' games in Human Behavior, vol. 91,
published by the University of (the time they spend playing) Feb. 2019, pp. 226-235.
Video Games: More Than Just A Game - Tomorrow’s Video Game Jobs for Today’s Students 232
Even though video games take up a Video Games as a Source
significant amount of time in the life of Future Productivity
of Latin American children and young
people,261-262-263 there is still little data The third and final facet of how video
in the region on how they are used and games relate to future jobs deals with
scarce scientific analysis regarding their the use of video games in the workplace.
impact. The small amount of existing Unfortunately, the image that comes to
literature focuses on the negative mind is that of youth who neither studies
impacts related to addictive or violent nor works who spends hours in front of
behavior. Without ignoring the risks a console instead of going out to look for
stemming from the inadequate use of a job. Aguiar and other researchers in
video games, which are real and of great 2017 found evidence that this image can
concern, there is growing evidence on a be quite correct.265The improvements in
global level that they have potential for video games in the last decades, which
teaching relevant skills for future jobs. have increased the marginal value of
Although this does not mean that video leisure, could explain at least half of the
games are necessarily more effective in reduction in the employment rate among
improving cognition than other leisure US young people in the US between
activities such as reading, playing 2000 and 2015.
outdoors or socializing in other contexts, This is not very encouraging,
the reality is that video games are a part especially in a region with high indices
of life for a significant percentage of of youth unemployment. Nevertheless,
Latin Americans, especially among the it is not video games that are to
youngest. It is therefore very important blame. Rather the real problem and
to carry out a deeper analysis in the challenge we face is that the labor
region on how we can minimize the market has failed to provide valuable
risks and maximize the educational opportunities that motivate young
features of video games.264 people to go to work.266 Currently,
261 Basco y Carballo. (2017). 262 SInCA. (2017). Encuesta 264 Adkins. (2014). How Video 266 ILO. (2017). Labour Overview
Compás millennial: la Nacional de Consumos Games and Digital Literacy of Latin America and the
generación Y en la era de Culturales 2017. Sistema Impacts Student Achievement Caribbean. ILO, December 2017.
la integración 4.0. Nota de Información Cultural and Development: An Analysis Available at: https://www.ilo.
Instituto para la Integración de Cultura de Argentina. En Searson & Ochoa (Eds.), WCMS_618120/lang--en/index.htm
www.nber.org/papers/w23552
Video Games: More Than Just A Game - Tomorrow’s Video Game Jobs for Today’s Students 233
video games, simulations and virtual applications will continue to grow.272
reality instruments are increasingly It can also be seen that video games
being used in companies to generate have a potential for evaluating work
positive impacts in employees and the skills. The firm Pymetrics,273 for example,
workplace dynamics. uses a series of 30-minute videos to
In the past few years, video estimate the probability that a candidate
games and digital simulations have will be successful in a certain position.
found a place in businesses as both LinkedIn, Unilever, Accenture and Tesla
entertainment and as a means to are just some of the large companies
evaluate employees. They capture that have explored this personnel
attention and simulate professional selection tool which might end up
environments at a very low cost.267- replacing the more traditional method
268
For example, eSmart was a of selecting employees by examining
tool developed for by Nintendo for their CVs. The L’Oreal Group is one of
McDonalds to enable them to half the employers with the greatest visibility
the training time for the half-time in using video games as recruitment
employees in their restaurants in tools, with the Business game Reveal
Japan.269 Deloitte integrated video where candidates simulate being an
games into their Online Leadership employee that begins to work in a firm
Academy in 2016. According to this and accompanies his boss all over the
firm, in three months, the number of world to develop a new product. My
users that returned to the site on a daily Marriott Hotel, developed by Marriott
basis increased by 46.6%.270 IEven the International, allows the firm to evaluate
US Army experimented with serious candidates for some positions, by
video games to train soldiers to better confronting them with virtual challenges
understand foreign cultures.271 related to hospitality tasks. Another
Even though video games “compete” example is the big data firm, Umbel,
with other forms of corporate which encourages its candidates for
entertainment, such as e-learning and employment to play a video game called
traditional teaching, which are generally Umbelmania, which tests their coding
cheaper, as long as companies see the skills to advance both in the game and
benefits of video games on users’ and in their own interview process. Games in
employees’ levels of commitment, the these cases not only make the selection
quantity and variety of corporate learning process more efficient for the company,
267 Kenworthy y Wong. (2005). 269 Fortim, Cavaleiro, Grando & 271 Deloitte. (2016). Gaming away 272 Adkins. (2013). The 2012-2017
Developing managerial Sakuda. (2014). Relatório the leadership gap: Linking Worldwide Game-based Learning
effectiveness: Assessing deapoio: Jogos digitais gamification and behavioral and Simulation-based Markets:
and comparing the impact of paraformação profissional. Grupo science to transform Key Findings from Recent
development programmes using de Estudos e Desenvolvimento leadership development. Ambient Insight Research.
a management simulation or a da Indústria de Games, February Deloitte University Press. Serious Play Conference 2013,
management game. Developments 2014. Available at: https:// Available at: https://www2. Ambient Insight. Available at:
in Business Simulations and drive.google.com/file/d/0ByQwQiU deloitte.com/us/en/insights/ https://marketbrief.edweek.
Experiential Learning, vol. ajB3mUy1VVWdMaThrekJxbFVvVWJfVn focus/behavioral-economics/ org/wp-content/uploads/2013/09/
32,2005. Available at: https:// J1WlJPREtR/view gaming-away-leadership-gap- AmbientInsight_SeriousPlay2013_
journals.tdl.org/absel/index. developing-leaders.html WW_GameBasedLearning_Market3.pdf
270 Available at: https://www.
php/absel/article/view/576/545
techrepublic.com/blog/big- 273 Available at: https://www.inc.
268 Baldauf & Stair. (2010). data-analytics/gamification- com/kevin-j-ryan/pymetrics-
Succeeding with Technology: data-can-drive-roi/ replacing-resumes-with-brain-
Computer concepts for your games.html
life. [4ta ed.]. Course
Video Games: More Than Just A Game - Tomorrow’s Video Game Jobs for Today’s Students 234
they also transform the evaluation the potential benefits of video games 274 Available at: https://www.
process into a more entertaining activity comes together with the traditional shrm.org/resourcesandtools/
for the candidates.274 business culture, which is reluctant to hr-topics/talent-acquisition/
But what about using games for change and distrusts employees and pages/games-applicants-
entertainment in the workplace? In their capacity to independently and recruiting.aspx
contrast to preconceived notions, a efficiently administer their work time.278
275 Rupp, Sweetman, Soa, Smither &
recent study showed that playing games Although video games might not be
McConnell. (2017). Searching
for a brief time at work can reduce stress the ideal solution for all business
for Affective and Cognitive
and restore capabilities in employees. cultures and work environments, they
Restoration: Examining the
Rupp and collaborators studied the are an added factor when considering
Restorative Effects of Casual
effects of three different types of work developing modern work conditions
Video Game Play. Human Factors,
breaks (a passive rest, a relaxation that will be suitable for the era of digital
vol. 59 (7), pp. 1096-110.
activity and an informal video game) technology and the expectations of
on persons, in particular on their mood, future generations of workers. 276 Anderson & Hilton. (2015).
stress levels, degrees of commitment to To summarize, there are at least Increase Team Cohesion by Play-
the job and their cognitive performance. three ways that video games can ing Cooperative Video Games.
The results showed that the participants facilitate the creation of future Software Education Today,
who played video games displayed jobs in the region: by creating labor CrossTalk, January-February
greater commitment and felt refreshed opportunities and techno-creative 2015, pp. 33-37. Available at:
more quickly than those who engaged in entrepreneurships; by assisting in the https://pdfs.semanticscholar.
a relaxation activity. Those who took a training of future employees; and by org/4d27/50c3659cf851af601f-
passive rest showed negative impacts.275 having an impact on the development 774055d93d55b46675.pdf
It is not surprising that companies of more stimulating labor practices. The 277 Adachi & Willoughby. (2011). The
like LinkedIn, Google and Facebook first step is to overcome the idea that Effect of Video Game Competi-
encourage their employees to balance video games cause brains to atrophy. tion and Violence on Aggressive
work with games—and this trend The world of video game development Behavior: Which Characteris-
not only applies to technological is a universe of new technologies, full tic Has the Greatest Influence?
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games are an excellent opportunity jobs: of course, not just any video game, 8fbe6710e4981ab.pdf
for bringing this about. Furthermore, used not in just any manner, nor in just
278 Salazar Concha & Sanhueza
these firms understand that like any any type of context. The key lies in the
Burgos. (2017). Análisis
other recreational group activity, video responsible and didactic use that is
cualitativo sobre teletraba-
games can improve the relations oriented towards the needs of each
jo en Latinoamérica. Colom-
among employees and reinforce society and person. For this to happen,
bia Digital, September 2017.
positive business values such as team we need to know where we stand and
Available at: https://colom-
work and solidarity.276-277 better understand how we can best
biadigital.net/herramientas/
These personnel practices are utilize video games in the region. In
nuestras-publicaciones/organ-
still rare, especially in Latin America, other words, we have to start taking
izaciones-y-competitividad/
where the lack of knowledge about video games seriously.
item/9855-analisis-cualitati-
vo-sobre-teletrabajo-en-latino-
america.html
Video Games: More Than Just A Game - Tomorrow’s Video Game Jobs for Today’s Students 235
Video Games: More Than Just A Game - Tomorrow’s Video Game Jobs for Today’s Students 236
Autores
develops video games for children, including a key role in the development of video
the series Cazaproblemas, División Especial
games and interactive projects that tell
de Detectives, Letrapaluza, Ika and 1811.
unique stories via multiple platforms. With
He also carries out various projects and
experience in production and animation, her
collaborates with studios who are looking
to advance in the industry. He has been one first entrepreneurship was to change the way
of the main promoters for strengthening the we consume entertainment, taking content
video game industry in Uruguay. up a notch. Since then, she has worked on
at the Economic Commission for Latin America Void, Ovar.io (Mini Clip), among other
and the Caribbean (CEPAL) in Santiago, Chile developments that include, Adventure Time
and the development of research projects in (Cartoon Network, US), Fighters of Fate
Fedesarrollo and the Universidad del Rosario
(Pebblekick Inc, Korea), Swarm Simulator
in Bogotá Colombia. She firmly believes that
(Ironhorse Games, US). She is also president
education, commitment and effort will allow
of the Association of Video Game Developers
us to build a society that will adequately
of Argentina (www.adva.vg); editor of the
meet present and future social, political
and cultural challenges with inclusion news site on the Video Game Development
and tolerance. She is an economist for the Industry in Latin America: Inside Games
Universidad Nacional de Colombia, with a Latam.biz), and editor of the news site on
Masters in Economics from the Universidad
the Latin Animation Industry, MOUSHON.biz
del Rosario.
(www.moushon.biz).
Mercedes Mateo is a specialist in education Video Games and Latin America (MIT Press,
at the Inter-American Development Bank (IDB 2016), which unites the critical vocabulary
Group) where she directs and contributes to of the study of games and Latin American
the the research, design, and management Studies to offer a synthetic theorizing
of innovative educational projects. She of the relation between video games and
coordinates the XXI Century skills initiative culture, based on examples related to Latin
at the IDB, a multi-disciplinary group that America. He is also editor of the anthology,
develops effective solutions to help persons Video Games and the Global South (ETC
from any age group to face an ever-more Press, 2019) whose collaborators examine the
throughout their working lives, and to and the cultures of Africa, the Middle East,
interact with different types of persons the Indian Subcontinent and other parts of
and environments. Her work covers different Asia, and Latin America and the Caribbean.
areas of international development and social Penix-Tadsen obtained his doctorate in Latin
policy, with a strong emphasis on inequality. American Literature and Culture at Columbia
Foundation for Scientific Research (FNRS) in of Spanish and Latin American Studies at the
2007. In 2002 she received the Marie Curie Contemporary Latin American Cultural Studies
She was co-author for the publications, politics, economics, new media and visual
University of Louvain.
The Inter-American Development Bank would like to thank all the video
game firms and the different participants who offered their stories and
recommendations that made it possible to elaborate this report. We would
especially like to thank Bárbara Aranda, who coordinated this project at the
beginning, Micaela Mantenga, Adriana Pignolo, Federico Romero, Franco Ponzano,
Franco Gustin, Lucía Castillo Prado, Fernando Balaguer, Agustín Kelly, Andro
Miralrío, Carlos Arturo Reyes, Eduardo Rivera, José Manuel Muñiz Herrera,
Caroline R. Levington, Laura López Castilla and Carlos Torre, for their specific
knowledge on the sector. Ana Inés Basco and Carlos Decap, who gave their
support during the production of the document.
240
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Authors:
Alejandra Luzardo: Leading specialist in Innovation and Creativity at the Inter-American Development Bank
Belisario de Azevedo: Consultant at the Institute for the Integration of Latin America and the Caribbean
Gerardo Funes: Sector Specialist at the Inter-American Development Bank in the Integration and Trade Sector
Juan Pablo Pison: Director of Trojan Chicken and General Director of Lisle Design
Laura Becerra Luna: Consultant in Education at the Inter-American Development Bank
Martina Santoro: CEO, partner and co-founder of OKAM Studio
Mercedes Mateo: Education specialist at the Inter-American Development Bank
Phillip Penix-Tadsen: Author Cultural Code: Video Games and Latin America
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Video Games: More Than Just A Game - Autores 242