Videojuegos En La República Checa

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Videojuegos En La República Checa FICHA FS SECTOR REPÚBLICA CHECA Videojuegos en la República Checa A. CIFRAS CLAVE El sector de los videojuegos se encuentra en constante crecimiento. En el año 2019 hubo un aumento del 34 % en las ventas del sector, llegando a superar los 100 millones de euros. Existen 110 empresas que participan en el desarrollo activo de videojuegos en la República Checa. El sector emplea a más de 1.750 personas. El sector representa un 0,4% del PIB checo, lo que se traduce en 4 veces más que el 0,11% que aportan los videojuegos en la economía española. Aunque no se trata de un sector con gran peso en el PIB, el crecimiento y el actual apoyo del Gobierno a las industrias culturales hacen que tenga un alto potencial. Indicadores (2019) Datos Población del país 10.650.000 hab. Crecimiento del Producto Interior Bruto 2,5 % Facturación del sector 139.000.000 EUR Número de videojuegos desarrollados 31 durante el año Número de empleados del sector 1.750 Peso del sector en el PIB 0,4 % Crecimiento esperado del sector en 2020 15 % % de personas que utilizan el ordenador al 79 % menos una vez a la semana (2017) % de personas que utilizan Internet para 59 % conectarse con otras personas Número de empresas (2020) 110 FS VIDEOJUEGOS EN LA REPÚBLICA CHECA B. CARACTERÍSTICAS DEL MERCADO B.1. Definición precisa del sector estudiado Actualmente no existe ningún código arancelario para los videojuegos. Sin embargo, se podrían considerar como productos del sector aquellos que consisten en un software hecho para la venta en masa, por tiempo ilimitado (a menudo con un soporte físico). Podrían considerarse como un servicio los que se venden por suscripción, con formato SaaS (Software as a Service), sin soporte físico. Pese a lo dicho, sí existen tres códigos NACE para las empresas desarrolladoras de videojuegos: Código Descripción 58.21 Edición de videojuegos 90.02 Actividades auxiliares a las artes escénicas 90.03 Creación artística y literaria El mercado de juegos interactivos está dividido en dos grandes grupos: Juegos para móviles Juegos para consolas (incluyendo PC) A su vez, los videojuegos se pueden clasificar en: Producto: la licencia es de por vida. Suele ser el método más común para el gran público, la gran mayoría de videojuegos optan por este método de venta. Servicio: suele haber una suscripción mensual o anual. En este caso, generalmente se trata de productos personalizados para grandes empresas que requieren un mantenimiento específico (serious games). Sin embargo, existen videojuegos de suscripción, como sería el caso del World of Warcraft. TAMAÑO DE LAS EMPRESAS CHECAS EMPRESAS QUE DESARROLLAN EN LAS Número total en 2020 SIGUIENTES PLATAFORMAS % del total 80 70 60 67 6%1% 50 Microempresa 20% 40 Pequeñas 41 30 Medianas 20 Grandes 73% 10 16 0 8 Fuente: Czech Game Developers Association. Herní Fuente: Czech Game Developers Association. Herní Prumysl CR 2020. Prumysl CR 2020. 2 Oficina Económica y Comercial de la Embajada de España en Praga FS VIDEOJUEGOS EN LA REPÚBLICA CHECA Los videojuegos están altamente relacionados con el mundo del cine, llegando a utilizar muchos elementos cinematográficos en sus obras. Respecto al tamaño de los estudios checos, predominan las microempresas (80) o de pequeño tamaño (22). Existen pocas desarrolladoras de tamaño mediano (7) y el país sólo cuenta con una con más de 250 trabajadores en plantilla. El 67 % de las empresas checas se dedican al desarrollo de videojuegos para PC y/o consola y el 41 % han desarrollado o están desarrollando aplicaciones móviles. Mientras, sólo un 8 % se dedica al desarrollo de nuevas tecnologías como la realidad virtual. Pese a que las desarrolladoras de videojuegos tratan de especializarse en uno de los tipos de mercado (PC, consola, móvil o realidad virtual), el 44 % de las empresas son multiplataformas, es decir, desarrollan videojuegos para más de una plataforma, siendo las más comunes PC y consola (Sony, Microsoft o Nintendo, en su mayoría), seguidas por un 13 % de empresas que trabajan con PC, consola y móvil; sólo un 6% desarrollan videojuegos para todas las plataformas. Debido a lo novedoso del mercado, las empresas del sector son de reciente creación y más del 70 % tienen menos de 10 años. Sólo 7 empresas cuentan con más de 20 años en el sector de los videojuegos. La mayoría de las empresas del sector en la República Checa son de propiedad nacional, y un 6 % de las empresas checas tienen alguna sucursal en el extranjero. Poco más de la mitad de las empresas están localizadas en la capital del país, Praga, mientras que un 23 % tienen sede en Brno, un 16 % en Ostatní, un 5 % en Ostrava y un 3 % en Olomouc. B.2. Tamaño del mercado El sector de los videojuegos ha conocido un crecimiento estable durante los últimos años, alcanzando una facturación de 139 millones de euros, lo que equivale al 0,4 % del PIB checo. Los videojuegos generaron más de tres veces el volumen de negocio que generó la industria cinematográfica (cine y televisión) en la Republica Checa en 2018, que estuvo en torno a los 43 millones de euros. En Europa Central y Oriental, la República Checa se encuentra en tercer lugar en facturación de videojuegos, detrás de Polonia con 265 millones de euros y Rumanía con 156 millones. Chequia se encuentra por encima de la vecina Eslovaquia y de otros países como Croacia, con 6,1 y 7 millones de euros, respectivamente. B.3. Principales actores La empresa checa típica del sector de videojuegos tiene un tamaño pequeño, como se ha visto. El sector tuvo su máximo esplendor durante la entrada del nuevo siglo, con títulos como Hidden & Dangerous (1999)1 y Mafia (2002)2, de la desarrolladora checa Illusion Softworks (Actualmente 2K Czech), y Operation Flashpoint (2001) de la empresa Bohemia Interactive. Tras los éxitos cosechados por estos títulos, las empresas checas sufrieron un descenso, tanto en sus ventas como en su relevancia internacional. La caída coincidió con la publicación y el aumento del consumo de las nuevas consolas como la PlayStation 2 (2000) y la Xbox (2001). Las empresas checas comenzaron su declive debido a la complejidad del desarrollo de videojuegos para las nuevas consolas. El avance tecnológico se tradujo en mayores costes. En la tabla de la página siguiente se relacionan las principales empresas checas del sector de los videojuegos con su facturación: 1 El videojuego fue lanzado para PC en 1999, mientras que para Dreamcast y PlayStation fue publicado en 2000 y 2001 respectivam ente. 2 El videojuego fue lanzado para PC en 2002 en Europa y Norteamérica, mientras que para las consolas fue publicado en 2004. 3 Oficina Económica y Comercial de la Embajada de España en Praga FS VIDEOJUEGOS EN LA REPÚBLICA CHECA Nombre Logo Fundada en Principales videojuegos Facturación Kingdom Come: Deliverance 45.000.000 Warhorse Studios 2011 (PC/Consola) EUR Hidden & Dangerous (PC/consola) 1997 2K Czech (Illusion Mafia: The City of Lost Heaven 7.133.000 (comprada por Take Two, Softworks) (PC/consola) EUR EE. UU. en 2007) Vietcong (PC) Mafia II (PC/consola) Dead Trigger series (móvil) 5.500.000 Madfinger Games 2010 Shadowgun series (móvil) EUR Samurai series (móvil) Samorost (web) Machinarium (PC/consola/móvil) 1.800.000 Amanita Design 2003 Botanicula (PC/móvil) EUR Samorost 3 (PC/móvil) Poker Texas Hold'em (PC) World Soccer (PC) 1.000.000 Geewa 2005 Age of Defenders (PC /móvil) EUR Smashing Four (móvil) Fuente: Elaboración propia. Existen diversas desarrolladoras checas que tienen departamentos de I+D dedicados a la inteligencia artificial, como es el caso de la empresa Warhorse Studios que trabaja en conjunto con la Univerzita Karlova de Praga. Hay que tener en cuenta además que existen diversas instituciones que apoyan la investigación tecnológica en el país, como: AI Center (aic.fel.cvut.cz/) Instituto de Desarrollo Gráfico y Multimedia por Ordenador, Facultad de Tecnología de la Información de Universidad Tecnológica de Brno (www.fekt.vut.cz/en/home) Instituto de Tecnología de la Información y Electrónica, Facultad de Mecatrónica, Informática y Estudios Interdisciplinarios, Universidad Técnica de Liberec (www.ite.tul.cz/itee/) Facultad de Ciencias Aplicadas, Universidad de Bohemia Occidental en Pilsen (https://fav.zcu.cz/en/) El estado actual de los medios de comunicación en la República Checa es bueno, existiendo así diversas fuentes: Prensa escrita Editorial Nombre Fundación Enlace Descripción / Canal La empresa existe en diversos países, como Turquía o Rumanía. LEVEL se considera la revista más LEVEL 1995 Naked Dog www.level.cz/ importante de juegos de ordenador de la República Checa, con una tirada mensual de 40.000 ejemplares. Omega En sus 132 páginas cada mes, ofrece una visión Score 1994 Publishing www.score.cz/ general completa de lo que ha sucedido en el mundo Group de los videojuegos. 4 Oficina Económica y Comercial de la Embajada de España en Praga FS VIDEOJUEGOS EN LA REPÚBLICA CHECA Televisión Editorial Nombre Fundación Medio Enlace Descripción / Canal Comenzó como un programa de televisión. Actualmente cuenta Televisión www.indian- con revista, canal en YouTube Indian 2008 Media Realms / Internet tv.cz/ y foros en los que los suscriptores pueden debatir acerca de los videojuegos. Programa que analiza la actualidad del videojuego. Re-Play 2009 Televisión Prima Cool re-play.cz/ También cuenta con página web propia y canal de YouTube, Twitch. El programa comenzó en 1999 en la Televisión Checa, pero en www.ceskatel 2012 pasó a ser completamente Televisión Česká televize Game Page 1999 evize.cz/game online a través de la plataforma / Internet / YouTube -page YouTube. El programa se televisa dos veces a la semana (jueves y domingo). Páginas web especializadas: Editorial Nombre Fundación Medio Enlace Descripción / Canal Página Czech News https://doupe.
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