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Games - Brazil

Brazil
  • In Brazil, revenue in the Games market is projected to reach US$6.59bn in 2024.
  • Revenue in this sector is expected to exhibit an annual growth rate (CAGR 2024-2029) of 7.80%, leading to a forecasted market volume of US$9.60bn by 2029.
  • In a global context, the majority of revenue will be generated United States, which is anticipated to reach US$128.10bn in 2024.
  • Within Brazil's Games market, the user base is expected to grow to 105.8m users by 2029.
  • User penetration is projected to be 42.6% in 2024, with an increase to 47.4% by 2029.
  • The average revenue per user (ARPU) in Brazil is expected to amount to US$594.00.
  • In Brazil, the Games in the Media market is experiencing a surge in mobile gaming popularity, reflecting the country's growing digital engagement and entertainment consumption.

Definition:

The games market refers to the entire industry involved in the creation, development, publishing, distribution, and monetization of video games. This market encompasses a wide range of products, including console games, PC games, mobile games, and online games. It also includes hardware and accessories such as gaming consoles, controllers, and virtual reality headsets. The games market is a rapidly growing industry, with millions of people worldwide playing video games and billions of dollars in revenue generated each year.

Structure:

The games market contains out of several different markets, such as Physically Sold Video Games, Mobile Games or Cloud Gaming. Information on all the other markets can be found on the relevant page.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for download games, mobile games, online games and gaming networks can also be found in the digital market insights in the video games market. Key players in the market are companies like Activision (Call of Duty), PUBG Mobile or GeForce Now. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Games Live Streaming, such as Twitch
  • Download Games, such as downloading from Steam
  • Cloud Gaming, such as GeForce Now
  • Mobile Games, such as PUBG Mobile
  • online and offline sales, such as from physical stores or online shops

Out-Of-Scope

  • Demo/Trial versions of video games
  • Free-to-play gaming apps
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Aug 2024

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Games market in Brazil has experienced significant growth in recent years, driven by changing customer preferences, emerging trends, and local special circumstances. Customer preferences in the Games market in Brazil have shifted towards digital gaming platforms, with a growing demand for online and mobile games. This can be attributed to the increasing penetration of smartphones and internet connectivity in the country. Additionally, Brazilian gamers have shown a preference for multiplayer and social gaming experiences, where they can interact with friends and other players in real-time. This has led to the rise of online gaming communities and the popularity of games that offer cooperative or competitive gameplay. Trends in the market indicate a growing interest in eSports, or competitive video gaming, in Brazil. The country has seen a rise in the number of eSports tournaments, professional teams, and dedicated eSports arenas. This trend can be attributed to the growing popularity of eSports globally, as well as the competitive nature of Brazilian gamers. The rise of eSports has also led to increased investment in the gaming industry, with companies and sponsors recognizing the potential for revenue generation through advertising and sponsorship deals. Local special circumstances in Brazil have also contributed to the development of the Games market. Brazil has a large and young population, with a high proportion of gamers among the youth demographic. This has created a significant consumer base for gaming products and services. Additionally, Brazil has a strong gaming culture, with gaming conventions and events drawing large crowds. This has created a sense of community and camaraderie among gamers, further fueling the growth of the market. Underlying macroeconomic factors have also played a role in the development of the Games market in Brazil. The country has experienced economic growth in recent years, which has led to an increase in disposable income and consumer spending. This has allowed more people to afford gaming consoles, PCs, and mobile devices, driving the demand for games and gaming accessories. Furthermore, the devaluation of the Brazilian real has made imported gaming products more expensive, leading to a greater focus on domestic game development and the growth of the local gaming industry. In conclusion, the Games market in Brazil is developing rapidly due to changing customer preferences, emerging trends such as eSports, local special circumstances such as a large and young population of gamers, and underlying macroeconomic factors such as economic growth and currency devaluation. These factors have created a favorable environment for the growth of the market and present opportunities for both domestic and international game developers and companies.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Most recent update: Nov 2024

    Sources: Statista Market Insights, Statista Consumer Insights Global

    Demographics

    Most recent update: Mar 2024

    Sources: Statista Market Insights, Statista Consumer Insights Global

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

    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.

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    Games: market data & analysis - BackgroundGames: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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