ES/EN
◆ Section 05 · Preliminary findings

What the sector is starting to tell us

First data from the UVG/AECID regional study. We are still collecting: these are a preview, not the final result.

Regional coverage

We already reach almost the whole region, but in several countries participation is still very low. Your response helps complete the map.

Companies that responded26
No responses1 a 45 a 910 or more

Guatemala 13 · Costa Rica 9 · Panamá 2 · Nicaragua 1 · El Salvador 1 · Honduras 0 · Belice 0

Women that responded27
No responses1 a 45 a 910 or more

Guatemala 16 · Costa Rica 5 · Honduras 4 · El Salvador 2 · Nicaragua 0 · Panamá 0 · Belice 0

They create their own games

88%

nearly 9 in 10 studios develop their own intellectual property, not just work for hire.

88%
Develops own IP (23)Does not (3)

n = 26 companies.

No public support

92%

say there are no clear public policies supporting the sector in their country.

92%
No clear policies (24)They exist (2)

n = 26 companies. Scale 1 to 5.

The main brake

96%

say access to financing limits their growth, and 88% rely only on their own funds.

96%
Agree (25)Disagree (1)

n = 26 companies. Scale 1 to 5.

Companies that export

62%

6 in 10 studios already sell their games or services abroad.

62%
Exports (16)Interested (2)Not a priority (8)

n = 26 companies.

Women's training

52%

of the women who responded have training in programming or software engineering, more than in art or design (22%).

52%
Programming / engineering (14)Art / design (6)Other fields (7)

n = 27 women.

Growth opportunities

67%

2 in 3 perceive fewer professional growth opportunities for women in the sector.

67%
Fewer for women (18)Equal (5)Other / n/a (4)

n = 27 women.

What women ask for most

63%

prioritize building support and mentorship networks as the top action to improve their participation.

63%
Prioritize it (17)Did not choose it (10)

n = 27 women. Multiple choice.

Who founds the studios

85%

of studios were founded by men; only 12% by mixed teams and none by women alone.

85%
Men (22)Mixed team (3)Prefers not to say (1)

n = 26 companies.

“
Capital, contacts and more global presence at trade shows and gaming press.
A studio, on what it needs to grow
“
Go for it. It is a world where you can make anything you imagine real.
A woman, with a message for those who want to join

Are you part of the sector?

Help us complete the picture. Your response strengthens the portrait of the industry in the region.