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{"id":76919,"date":"2022-09-09T07:14:45","date_gmt":"2022-09-09T07:14:45","guid":{"rendered":"https:\/\/videojuegos.enriqueortegaburgos.com\/?p=76919"},"modified":"2022-09-09T07:14:45","modified_gmt":"2022-09-09T07:14:45","slug":"medidas-antipirateria-en-los-videojuegos-parte-1","status":"publish","type":"post","link":"https:\/\/videojuegos.enriqueortegaburgos.com\/medidas-antipirateria-en-los-videojuegos-parte-1\/","title":{"rendered":"MEDIDAS ANTIPIRATER\u00cdA EN LOS VIDEOJUEGOS. PARTE 1."},"content":{"rendered":"

CONOCE ALGUNAS DE LAS MEDIDAS M\u00c1S INTERESANTES DE PROTECCI\u00d3N DE LA PIRATER\u00cdA EN LOS VIDEOJUEGOS.<\/strong><\/h3>\n

 <\/p>\n

En esta publicaci\u00f3n, nos adentraremos en el mundo de la pirater\u00eda, uno de los problemas m\u00e1s importantes en toda la industria del entretenimiento y es que son muchos los t\u00edtulos del gaming que se han visto afectados por este tipo de conductas.<\/p>\n

Espa\u00f1a es uno de los pa\u00edses en los que m\u00e1s se da esta pirater\u00eda, salt\u00e1ndose todas las pol\u00edticas de Propiedad Industrial e Intelectual desarrolladas por las empresas del sector de los videojuegos.<\/p>\n

Por esta raz\u00f3n, hemos decidido, adem\u00e1s de dar una visi\u00f3n gen\u00e9rica de la materia, mostrar algunos de los ejemplos m\u00e1s emblem\u00e1ticos y tambi\u00e9n de las medidas que han decidido implementar las empresas. Ante un Gobierno pasivo, son las compa\u00f1\u00edas del gaming las que deciden aplicar potentes estrategias antipirater\u00eda<\/strong> como veremos a continuaci\u00f3n.<\/p>\n

MEDIDAS ANTIPIRATER\u00cdA EN LOS VIDEOJUEGOS: OR\u00cdGENES<\/strong><\/h3>\n

 <\/p>\n

[vc_separator color=\"custom\" border_width=\"2\" accent_color=\"#00d0ff\"]<\/strong><\/p>\n

\"MEDIDAS<\/p>\n

Hace ya unas cuantas d\u00e9cadas que se instauraron las medidas antipirater\u00eda en las distintas empresas de desarrollo y distribuci\u00f3n de videojuegos. En la d\u00e9cada de los ochenta y noventa<\/strong>, la pirater\u00eda ya estaba presente tanto en nuestro pa\u00eds como en el extranjero.<\/p>\n

\n

Por muy sorprendente que nos parezca, por aqu\u00e9l entonces, la pirater\u00eda rondaba porcentajes muy elevados, a pesar de que la tecnolog\u00eda no hab\u00eda llegado hasta lo que hoy en d\u00eda conocemos. Sin embargo, las pirater\u00eda era sencilla, pues era muy f\u00e1cil copiar una cinta de casete. Esto se ha visto superado, apareciendo programas con una tecnolog\u00eda abismal, cuyo funcionamiento no es m\u00e1s que el de copiar aquellos videojuegos que desean los delincuentes.<\/strong><\/p>\n<\/blockquote>\n

Los videojuegos que depend\u00edan de Amstrad CPC, ZX Spectrum, MSX o Commodore 64, fueron algunos de los t\u00edtulos afectados por la pirater\u00eda de ese momento.<\/p>\n

Tal fue el boom de la pirater\u00eda, que todos estos t\u00edtulos del gaming incluso se vend\u00edan en las tiendas f\u00edsicas, simulando ser juegos originales. Tambi\u00e9n los pod\u00edas encontrar en peri\u00f3dicos o incluso en el Rastro de Madrid.<\/p>\n

Como consecuencia de este problema, los precios de los videojuegos se abarataron. Por otro lado, otro de los grandes afectados fue LucasArts, empresa analizada tambi\u00e9n por esta p\u00e1gina web, la cual sol\u00eda complementar sus art\u00edculos con elementos f\u00edsicos externos:<\/strong><\/p>\n