Streaming - Brazil

  • Brazil
  • In Brazil, revenue in the Streaming market is projected to reach US$1.9m in 2025.
  • Revenue in this sector is expected to demonstrate an annual growth rate (CAGR 2025-2029) of 5.23%, which will result in a projected market volume of US$2.3m by 2029.
  • Although most revenue in the global Streaming market is generated China, in Brazil is also experiencing significant growth.
  • In the Streaming market withBrazil, the number of users is expected to amount to 26.4m users by 2029.
  • User penetration in Brazil will be 10.0% in 2025, and it is anticipated to increase to 11.8% by 2029.
  • The average revenue per user (ARPU) in Brazil is expected to reach US$0.1.
  • Brazil's burgeoning eSports streaming market is increasingly attracting major global brands, reflecting the country's vibrant gaming culture and youthful demographic engagement.

Key regions: Germany, United States, China, India, South Korea

 
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Analyst Opinion

The eSports market in Brazil is experiencing steady growth due to the increasing popularity of streaming services among gamers. However, the market's growth rate is subdued due to factors such as limited access to high-speed internet and lack of infrastructure in some regions. Despite this, the convenience and growing interest in online gaming are driving the market's growth.

Customer preferences:
As the popularity of eSports continues to soar in Brazil, the streaming market within the industry has experienced a major shift. Consumers are now seeking more interactive and immersive streaming experiences, leading to a rise in demand for virtual reality and augmented reality technologies. This trend is driven by the younger demographic's desire for more engaging and realistic gameplay. Additionally, the increasing accessibility of high-speed internet and the growing gaming culture in Brazil have also contributed to the rise of streaming in the eSports market.

Trends in the market:
In Brazil, the eSports market is experiencing a surge in popularity, with a growing number of players and fans. This has led to a rise in the streaming market, with platforms such as Twitch and YouTube Gaming gaining significant traction. As more and more tournaments and leagues are being broadcasted online, the streaming market within the eSports industry is expected to continue its upward trajectory. This trend is significant for industry stakeholders as it provides new opportunities for revenue generation and audience engagement. It also highlights the increasing digitalization of the eSports industry, with potential implications for traditional sports and media industries.

Local special circumstances:
In Brazil, the Streaming Market within the eSports Market is thriving due to the country's high internet penetration and the growing popularity of gaming culture. The Brazilian government has also implemented favorable policies to support the growth of eSports, such as tax incentives and partnerships with local universities. Additionally, Brazilian gamers have a strong sense of community, leading to the rise of local streaming platforms and a demand for localized content. This unique combination of factors has contributed to the rapid growth of the streaming market in Brazil, making it a key player in the global eSports market.

Underlying macroeconomic factors:
The growth of the Streaming Market within the eSports Market in Brazil is influenced by macroeconomic factors such as technological advancements, regulatory support, and investment in infrastructure. The country's digital infrastructure and internet penetration rates have been steadily improving, creating a favorable environment for the streaming market. Additionally, government initiatives to promote the growth of the digital economy and attract foreign investment have also contributed to the growth of the market. Moreover, Brazil's large population and growing middle class have increased the demand for entertainment and leisure activities, leading to a rise in the popularity of eSports and streaming platforms. However, economic challenges such as high inflation rates and political instability can hinder market growth in the country.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Streaming market, which comprises revenues from live broadcasting gaming content. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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