

La siguiente es una carta que me llegó hoy. Tiene que ver con el reporte anual que hace la Entertainment Software Association, a través de su presidente y CEO, Michael D. Gallagher. En resumen, ha sido un año “histórico” para la industria de los videojuegos. Los motivos no son sólo la gran cantidad de buenos títulos que hubo disponible durante el 2011. Además, tuvo que ver con la maduración que adquirió esta industria en los últimos 12 meses. Y en varios aspectos: arte, economía, educación y hasta salud.
A continuación, la reproducción íntegra de la carta. Vale mucho la pena leerla:
ESA’s 2011 Year in Review
Dear Friends,
The word “historic” is overused, but as we look back on 2011, it is a perfect fit for our industry’s year. The U.S. Supreme Court’s vigorous affirmation of our First Amendment rights, a new array of artistically astonishing games, and educators’ increasing recognition of the role games play in teaching and learning made 2011 a remarkable year and set the stage for a great 2012.
I want to thank all of you for supporting our industry as we faced a momentous challenge to the constitutional rights of our industry’s artists and creators before the U.S. Supreme Court. Your support helped amplify our voice, and ensured the Court heard our collective concerns about the consequences of the Schwarzenegger-Yee law at the center of the case. The Court’s landmark declaration that video games enjoy the same Constitutional protections as books, movies and fine arts was exactly what we hoped to hear. The importance of this decision, both for our industry and for all who cherish free speech, cannot be overstated.
While the legal news played out in Washington, the rest of the world continued to be amazed by the increasing sophistication of the games our industry produces. As Seth Schiesel wrote in The New York Times earlier this month:
“Game makers are producing more high-quality entertainment for a broader variety of players than they ever have in the past. No other form of fun melds advanced digital technology, personal engagement and mass-market cultural relevance as felicitously as video games. That is why video games are the ascendant form of popular entertainment.”
Entertainment will always be the heart of our industry, but I would also note the growing awareness that exists about the positive impact games have on improving other top priorities for the American people, including our economy, our education and healthcare systems, the workplace and the arts. Consider just a few examples from this year:
I am proud to report that, in partnership with this initiative, ESA is once again sponsoring the National STEM Video Game Challenge in collaboration with The Joan Ganz Cooney Center at Sesame Workshop, E-Line Media, and the Corporation for Public Broadcasting/PBS KIDS’ Ready to Learn initiative. The competition challenges students and developers to create original games that stimulate interest in science, technology, engineering and math (STEM) learning.
Of course, these are just a few examples of the reach and promise of games, and we see new and inspiring instances every day. We will continue sharing these stories with you through our monthly newsletter and on our website while also exploring opportunities to provide further support and encouragement for this movement.
In 2011, our industry continued to grow, to innovate and to be a source of entertainment, inspiration and learning. We also reaffirmed our rightful legal place alongside the other art forms that entertain and enlighten our society. These developments made for an historic year.
I thank you again for your interest in and support of our industry, and wish you and your families a joyous and healthy holiday season.
Sincerely,
Michael D. Gallagher
President and CEO
Entertainment Software Association