Games - BRICS

  • BRICS
  • In Brazil, revenue in the Games market is projected to reach US$161.70bn in 2025.
  • Revenue in this sector is expected to show an annual growth rate (CAGR 2025-2029) of 7.85%, resulting in a projected market volume of US$218.80bn by 2029.
  • In global comparisons, most revenue within the Games market will be generated United States, which is expected to reach US$141.80bn in 2025.
  • In the Brazilian Games market, the number of users is anticipated to amount to 1,395.0m users by 2029.
  • User penetration Brazil will be 37.9% in 2025 and is expected to increase to 41.5% by 2029.
  • The average revenue per user (ARPU) in this market is expected to amount to [arpu_firstmarket_yeartoday].
  • In Brazil, the games segment of the media market is witnessing a significant rise in mobile gaming popularity, driven by increasing internet accessibility and youth engagement.

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

 
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Analyst Opinion

The Games market in BRICS is witnessing significant growth and development, driven by various factors such as customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in the Games market in BRICS are evolving rapidly. With the increasing popularity of mobile devices and the internet, there is a growing demand for mobile gaming. Customers prefer games that are easily accessible and can be played on the go. Additionally, there is a rising interest in multiplayer and online gaming, as it allows players to connect and compete with others from different parts of the world. The preference for immersive and realistic gaming experiences is also driving the demand for virtual reality (VR) and augmented reality (AR) games. Trends in the market are shaping the Games industry in BRICS countries. One notable trend is the shift towards digital distribution and online gaming platforms. This allows customers to download games directly to their devices, eliminating the need for physical copies. It also enables developers to reach a wider audience and monetize their games through in-app purchases and subscriptions. Another trend is the increasing popularity of esports, with competitive gaming tournaments attracting millions of viewers and generating significant revenue through sponsorships and advertising. Local special circumstances play a crucial role in the development of the Games market in BRICS. Each country has its unique gaming culture and preferences. For example, in Brazil, there is a strong focus on console gaming, with popular gaming events and conventions attracting gaming enthusiasts from all over the country. In Russia, PC gaming is highly popular, with a large number of gamers investing in high-performance gaming rigs. China, on the other hand, has a massive mobile gaming market, driven by its large population and widespread smartphone adoption. Underlying macroeconomic factors also contribute to the growth of the Games market in BRICS. The increasing disposable income and expanding middle class in these countries have led to a higher spending capacity on entertainment, including gaming. Additionally, the improving internet infrastructure and access to affordable smartphones have made gaming more accessible to a larger population. Government support and favorable policies for the gaming industry, such as tax incentives and investment opportunities, have also played a significant role in attracting developers and investors to the market. In conclusion, the Games market in BRICS is experiencing rapid growth and development due to evolving customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. As the market continues to expand, it presents lucrative opportunities for game developers, publishers, and investors in these countries.

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.

Overview

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