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{"id":77802,"date":"2022-11-16T09:52:57","date_gmt":"2022-11-16T09:52:57","guid":{"rendered":"https:\/\/videojuegos.enriqueortegaburgos.com\/?p=77802"},"modified":"2022-11-16T09:52:57","modified_gmt":"2022-11-16T09:52:57","slug":"pegi-casos","status":"publish","type":"post","link":"https:\/\/videojuegos.enriqueortegaburgos.com\/pegi-casos\/","title":{"rendered":"PEGI: CASOS DE QUEJAS E INCUMPLIMIENTOS 2004-ACTUALIDAD."},"content":{"rendered":"

COONCE LOS CASOS DE QUEJAS E INCLUMIENTOS ANTE PEGI (PAN EUROPEAN GAME INFORMATION)<\/strong><\/h3>\n

 <\/p>\n

Pan European Game Information o PEGI es un sistema de clasificaci\u00f3n europeo del contenido de los videojuegos y otro tipo de software de entretenimiento. Fue desarrollado por la ISFE y entr\u00f3 en pr\u00e1ctica el 9 de abril de 2003. La participaci\u00f3n es voluntaria, a discreci\u00f3n del creador.<\/p>\n

<\/h3>\n

PREVISI\u00d3N DEL GAMING EN Y PEGI.<\/strong><\/h3>\n

 <\/p>\n

La era de los videojuegos y de los deportes electr\u00f3nicos es una realidad, posicion\u00e1ndose por encima de otros sectores tan relevantes como la m\u00fasica o el cine. En Espa\u00f1a, ese crecimiento tambi\u00e9n lo vamos a vivir, y ello debido en cierta medida a los t\u00edtulos que se lanzan para el mercado de los Smartphones, tal y como adelantan algunas consultoras como PwC, Deloitte o Auren.<\/p>\n

\n

As\u00ed pues, la cifra esperada durante el 2022 es de un 3,6% anual de crecimiento, alcanzando los 1.096 millones de euros, lo que pone de manifiesto que Espa\u00f1a se est\u00e1 consolidando como uno de los pa\u00edses m\u00e1s relevantes en toda la industria de los videojuegos y de los deportes electr\u00f3nicos.<\/strong><\/p>\n<\/blockquote>\n

Adem\u00e1s, veremos c\u00f3mo van ganando terreno los t\u00edtulos lanzados para nuestros dispositivos inteligentes m\u00f3viles, de tal manera que, aunque la consola seguir\u00e1 siendo el principal canal de ingresos, lo cierto es que se van incrementando los usuarios que deciden disfrutar de los videojuegos por las apps de sus tel\u00e9fonos m\u00f3viles o de sus tablets. No debemos olvidar que buena parte de los usuarios siguen disfrutando de los videojuegos en sus ordenadores, soporte que genera millones de euros a\u00f1o tras a\u00f1o.<\/p>\n

Sin embargo, no todo es positivo<\/strong> y es que encontramos un segmento que perder\u00e1 capacidad en el \u00e1rea de los videojuegos, concretamente es el de la venta de juegos en tienda f\u00edsica, del cual se prev\u00e9 una ca\u00edda de m\u00e1s del 3.5% en 2022, aumentando los beneficios en lo online y en las microtransacciones.<\/p>\n

 <\/p>\n