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{"id":66089,"date":"2021-05-10T12:32:13","date_gmt":"2021-05-10T11:32:13","guid":{"rendered":"https:\/\/enriqueortegaburgos.com\/?p=66089"},"modified":"2021-05-10T12:32:13","modified_gmt":"2021-05-10T11:32:13","slug":"el-sistema-esrb-clasificacion-por-edades-en-los-videojuegos","status":"publish","type":"post","link":"https:\/\/videojuegos.enriqueortegaburgos.com\/el-sistema-esrb-clasificacion-por-edades-en-los-videojuegos\/","title":{"rendered":"EL SISTEMA ESRB – CLASIFICACI\u00d3N POR EDADES EN LOS VIDEOJUEGOS"},"content":{"rendered":"

sistema ESRB de clasificaci\u00f3n por edades en los videojuegos<\/a> naci\u00f3 en 1994<\/strong>, en EE.UU., de la mano de la Interactive Digital Software Association<\/strong> (ISDA<\/strong>), que, posteriormente, fue renombrada como Entertainment Software Rating Board<\/strong> <\/a>(ESRB<\/strong>).\nSin embargo, antes de ese a\u00f1o, la carrera por establecer un sistema de control por edades para el contenido de videojuegos<\/strong> hab\u00eda sido larga.\nComo uno de los primeros antecedentes<\/strong>, podemos citar el sistema implantado por Nintendo of America en los 80<\/strong>, tras el lanzamiento de NES. Nintendo desarroll\u00f3 un control propio <\/strong>al que deb\u00edan someterse todos los desarrolladores third-party<\/em>. Para asegurarse su cumplimiento, incluy\u00f3 mecanismos en sus consolas que detectaban si los juegos hab\u00edan pasado tales controles.\nEn aquellos a\u00f1os, no era una prioridad del Gobierno la calificaci\u00f3n por edades en los videojuegos<\/strong>, probablemente, porque no era considerada, a\u00fan, una industria potente que debiera ser regulada.\n\"\"\nPor ello, las asociaciones de publishers<\/em> y desarrolladores de software, recomendaban incluir, voluntariamente, advertencias en el propio videojuego. <\/strong>\nLa evoluci\u00f3n t\u00e9cnica de la industria propici\u00f3 que, a principios de los 90, aparecieran tres t\u00edtulos que tendr\u00edan un impacto definitivo en la decisi\u00f3n de adoptar un sistema com\u00fan de clasificaci\u00f3n por edades<\/strong>: Mortal Kombat \u00ae, Night Trap \u00ae y Doom \u00ae.\nEn 1993, comenzaron a aparecer sistemas propios de los fabricantes<\/strong>, como el de Nintendo: SEGA<\/strong>, con su VRC; el creado por la plataforma 3DO Interactive Multiplayer<\/strong>; o el del Recreational Software Advisory Council<\/strong> (que convivi\u00f3 con ESRB en sus primeros pasos).\nAs\u00ed, en 1994<\/strong>, un grupo de grandes desarrolladores y publishers<\/em>, entre ellos Electronic Arts, SEGA y Nintendo, fundaron la Interactive Digital Software Association (ISDA),<\/strong> con el objetivo de crear un sistema de autorregulaci\u00f3n para unificar criterios y procesos en la clasificaci\u00f3n por edades de los videojuegos: as\u00ed naci\u00f3 el ESRB<\/strong> (Entertainment Software Rating Board).\n \n\n\n

NATURALEZA DEL SISTEMA ESRB<\/strong><\/h3>\n\n\n[vc_separator color=\"custom\" border_width=\"2\" accent_color=\"#00d0ff\"]\nTras la proliferaci\u00f3n de sistemas propios de clasificaci\u00f3n de los fabricantes y otros actores, el Gobierno de EE.UU. comenz\u00f3 a tomar conciencia de la importancia de estos sistemas. <\/strong>\nEl problema, seg\u00fan parece, es que se consideraba que estos no eran suficientes, por lo que, desde el legislador estadounidense, se empez\u00f3 a barajar su regulaci\u00f3n. Con el objeto de evitarlo, la industria logr\u00f3 un amplio consenso para crear un sistema com\u00fan y eficaz<\/strong> de clasificaci\u00f3n por edades de los videojuegos.\nAl igual que PEGI en Europa, ESRB nace como un sistema de autorregulaci\u00f3n<\/strong>\u00a0basado en un C\u00f3digo de Conducta<\/a>. Con \u00e9l, los principales actores de la industria del videojuego en EE.UU. acuerdan someterse a determinados criterios para la clasificaci\u00f3n de los contenidos<\/strong> y la publicidad<\/strong> de los t\u00edtulos.\nEl objetivo<\/strong>, al igual que PEGI, es proporcionar informaci\u00f3n relevante a los consumidores (especialmente, los padres) antes de tomar decisiones de compra, buscando proteger a los menores.\nSe trata de un sistema voluntario<\/strong> pero que, sin embargo, es exigido por muchos distribuidores en EE.UU. (f\u00edsicos y digitales). De esta manera, si no se cuenta con la clasificaci\u00f3n ESRB, un juego no podr\u00eda venderse pr\u00e1cticamente en ning\u00fan sitio.\n \n\n\n

\u00bfC\u00d3MO FUNCIONA ESRB?<\/strong><\/h3>\n\n\n[vc_separator color=\"custom\" border_width=\"2\" accent_color=\"#00d0ff\"]\nEl sistema ESRB establece dos m\u00e9todos de calificaci\u00f3n<\/strong> distintos, dependiendo de si estamos ante un videojuego en formato f\u00edsico o meramente digital (igual que PEGI).\n1.- Videojuegos en formato f\u00edsico<\/u><\/strong>\nEl procedimiento de clasificaci\u00f3n se compone de:\n\n\n