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Video games in Latin America [a] [b] are a popular source of entertainment among young and middle-aged Latin Americans. The video game market in Latin America has been rapidly growing since the early 2010s, and it is one of fastest growing in the global market. [1] In 2016, the market had already overtaken those in music, magazines and radio. [1]
As of 2022, there were 316 million gamers in Latin America. [2] With the Latin American game market being worth $8.4 billion in 2022, [2] video games have become a widely dispersed, active hobby for many Latin Americans. Despite the growing populations of Latin America, their games market only represents 5% of the global market in 2022 – 1% ahead of the other emerging regions of the Middle East and Africa. [2]
Even though the Americas have a large population of gamers, Hispanic or Latin American characters are seldom the main characters in games. However, there are some popular characters with more Latin American influence, including King from the Tekken series, Isabela Keyes from Dead Rising, and Dominic Santiago from Gears of War. [3]
University of Delaware professor Phillip Penix-Tadsen contributed to this field of ludology in Latin America. His work separates these Latin America-inspired games into three different groups: contras, which depict Latin America as an antagonistic force to the American war-hero; tomb raiders, in which Latin American cultural imagery and symbols are used as a background to the player’s mission to plunder whatever they can; and luchadores, which represent both the Mexican wrestling phenomenon, as well as games that fail to sufficiently represent the cultures to which they contain elements of. [4]
While certain video games have been used to mobilize political activity and suppress dissenters, [5] video games have become an integral part of Latin American culture. Despite this, many representations of Latin American places and people in video games contain the influences of colonialism, which creates another dimension of social and economic impact. [6] One video game that accurately depicts the time and culture of Latin America is Assassin's Creed IV: Black Flag. Parts of the game depict the Caribbean with historically accurate locations, people, and events, as well as the horrors of the slave trade and sugar plantations. [7]
The population of people who play video games is diverse in Latin America. It includes people of various age groups, including children and young adults. Surveys found that 88.1% of male and 87.23% of female participants played mobile games. While 18- to 24-year-olds were more likely to be mobile gamers than 25- to 34-year-olds, they both had a higher share than those aged 45 and over. 41% of respondents reported spending an hour or more playing mobile games. [8] This is a sizeable amount, as 50% of the Global Games Market revenue came from mobile games in 2022. [2] Overall, this shows a strong desire for gaming not only among the traditional audiences, but to anyone with a mobile device.
Two games female Latin Americans play more than their male counterparts are Super Mario Bros. and Candy Crush. [9] Core players have slightly more males with 52%, and the majority of professional gamers and live streamers are also males.[ citation needed ]
As the demand for video games in Latin America increased, the desires for Latin American developers to create their own games has increased as well. Games such as Kingdom Rush developed by Ironhide Game Studio became popular beyond the Latin America market by appealing to larger Western audiences. At launch, the game was multilingual and set in the fantasy genre, incorporating elements from American popular culture, such as The Lord of the Rings . This appeal to the preferences of wider audiences was very successful, yet other developers found success in authentically representing their roots and heritage. [10]
An important aspect of game design is the changes the games undergo to appeal to specific audiences around the globe, known as localization. While these changes can increase the chances of a positive reception in certain cultures, true representation of Latin American culture comes from considering the history, religion, cultural cleavages, and location-based issues of the culture in the beginning of developing a game. [11] Game developers in periphery countries also face the difficulties associated in participating in a global market largely dominated by Japan, China, and the West, leading them to adopt the strategies and popular genres of the core market to stay competitive. [12] Video games also show potential as effective learning tools, if they met the thresholds set by a benefits, costs, and feasibility analysis. [13]
Moreover, video games can function as an outlet for the developer's political or social commentary. Therefore, Mexican developer KaraOkulta created a game called Trumpéalo, which is a game that involves throwing items like rotten fruit at former president Trump to make him leave the stage. [14]
In 2016, in Argentina, Brazil, and Mexico alone, $4.1 billion was spent on video games. This is the second highest region in the world for video games. For phones, $1.4 billion will be reached by the end of 2017. [15] The gaming industry in Latin America is rapidly growing, with a growth of 10% year-over-year all the way through 2028. Nearly 80% of individuals who play videos games spent money on those games in Latin America and the Caribbean. [16] Latin Americans spent over $8.8 Billion USD on physical and digital games in 2023. [2]
The video game industry is the tertiary and quaternary sectors of the entertainment industry that specialize in the development, marketing, distribution, monetization, and consumer feedback of video games. The industry encompasses dozens of job disciplines and thousands of jobs worldwide.
Game studies, also known as ludology, is the study of games, the act of playing them, and the players and cultures surrounding them. It is a field of cultural studies that deals with all types of games throughout history. This field of research utilizes the tactics of, at least, folkloristics and cultural heritage, sociology and psychology, while examining aspects of the design of the game, the players in the game, and the role the game plays in its society or culture. Game studies is oftentimes confused with the study of video games, but this is only one area of focus; in reality game studies encompasses all types of gaming, including sports, board games, etc.
Video game development is the process of creating a video game. It is a multidisciplinary practice, involving programming, design, art, audio, user interface, and writing. Each of those may be made up of more specialized skills; art includes 3D modeling of objects, character modeling, animation, visual effects, and so on. Development is supported by project management, production, and quality assurance. Teams can be many hundreds of people, a small group, or even a single person.
A mobile game is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any portable device, including from mobile phone, tablet, PDA to handheld game console, portable media player or graphing calculator, with and without network availability. The earliest known game on a mobile phone was a Tetris variant on the Hagenuk MT-2000 device from 1994.
A personal computer game, also known as a computer game or abbreviated PC game, is a video game played on a personal computer (PC). The term PC game has been popularly used since the 1990s referring specifically to games on "Wintel" which has dominated the computer industry since.
Video game culture or gaming culture is a worldwide new media subculture formed by video game hobbyists. As video games have exponentially increased in sophistication, accessibility and popularity over time, they have had a significant influence on popular culture, particularly among adolescents and young adults. Video game culture has also evolved with Internet culture and the increasing popularity of mobile games, which has led to an increase in the female demographic that play video games.
Frederick Luis Aldama is an American author, editor, and academic. He is the Jacob & Frances Sanger Mossiker Chair in the Humanities and founder and director of the Latinx Pop Lab at the University of Texas, Austin. At UT Austin is also affiliate faculty in Latino Media Arts & Studies and LGBTQ Studies. He continues to hold the title Distinguished University Professor as adjunct professor at The Ohio State University. He teaches courses on Latino pop culture, especially focused on the areas of comics, TV, film, animation, and video games in the departments of English and Radio-Television-Film at UT Austin. At the Ohio State University he was Distinguished University Professor, Arts & Humanities Distinguished Professor of English, University Distinguished Scholar, and Alumni Distinguished Teacher as well as recipient of the Rodica C. Botoman Award for Distinguished Teaching and Mentoring and the Susan M. Hartmann Mentoring and Leadership Award. He was also founder and director of the award-winning LASER/Latinx Space for Enrichment Research and founder and co-director of the Humanities & Cognitive Sciences High School Summer Institute. In has been inducted into the National Academy of Teachers, National Cartoonist Society, the Texas Institute of Letters, the Ohio State University's Office of Diversity & Inclusion Hall of Fame, and as board of directors for The Academy of American Poets. He sits on the boards for American Library Association Graphic Novel and Comics Round Table, BreakBread Literacy Project, and Ad Astra Media. He is founder and director of UT Austin's BIPOC POP: Comics, Gaming & Animation Arts Expo & Symposium as well as Founder and Editor-in-Chief of the Latinx Pop Magazine.
The video game industry in China currently is one of the major markets for the global video game industry, where more than half a billion people play video games. Revenues from China make up around 25% of the nearly US$100 billion global video game industry as of 2018. Since 2015, China has exceeded the contribution to the global market from the United States. Because of its market size, China has been described as the "Games Industry Capital of the World" and is home to some of the largest video game companies. China has also been a major factor in the growth of esports, both in player talent and in revenue.
In communication, media are the outlets or tools used to store and deliver semantic information or contained subject matter, described as content. The term generally refers to components of the mass media communications industry, such as print media (publishing), news media, photography, cinema, broadcasting, digital media, and advertising. Each of these different channels requires a specific, thus media-adequate approach, to a successful transmission of content.
Brazil is the 10th-largest video game market in the world as of 2022, and the largest in Latin America, with a revenue of 2.6 billion US dollars. Video games were not permitted for import into Brazil until the 1990s, and were then heavily taxed as non-essential goods. As a result, a grey market developed around pirating games, driven by the lack of official channels for purchasing games. Many game companies avoided expansion into the country for these reasons until 2009. An exception was Sega, which retained a strong foothold in the country with the Master System and Mega Drive. Blaming high tariffs, Nintendo officially left the market in 2015, but returned in 2017, though Nintendo actually returned in 2020 with Nintendo Switch. In a three-episode series named Red Bull Parallels, Red Bull explored the country's relation with gaming.
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