Download Games - Brazil

  • Brazil
  • In Brazil, revenue in the Download Games market market is projected to reach US$323.60m in 2024.
  • The revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 6.52%, leading to a projected market volume of US$443.70m by 2029.
  • Additionally, the number of users in Brazil's Download Games market market is anticipated to amount to 54.4m users by 2029.
  • User penetration in Brazil will be 24.1% in 2024 and is expected to increase to 24.4% by 2029.
  • In a global context, the majority of revenue will be generated the United States, with US$5,054.00m expected in 2024.
  • The average revenue per user (ARPU) in Brazil's Download Games market market is projected to be US$6.17 in 2024.
  • In Brazil, the Download Games market is experiencing a surge in popularity, driven by increased internet accessibility and a growing gaming community.

Key regions: India, Japan, China, Europe, France

 
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Analyst Opinion

The Download Games market in Brazil has been growing steadily in recent years, driven by increasing customer preferences for digital entertainment and the rise of mobile gaming.

Customer preferences:
Brazilian consumers have shown a strong preference for digital entertainment, including download games. This can be attributed to several factors. Firstly, the convenience of downloading games directly onto devices has made it easier for consumers to access and play games. Additionally, the wide availability of smartphones and tablets has made mobile gaming increasingly popular, as consumers can play games on the go. Furthermore, the affordability of download games compared to physical copies has made them a more attractive option for many consumers.

Trends in the market:
One of the key trends in the Brazilian download games market is the shift towards mobile gaming. With the increasing penetration of smartphones and the availability of high-speed internet, mobile gaming has become a popular form of entertainment in Brazil. This trend is expected to continue as more Brazilians gain access to smartphones and the mobile gaming industry continues to innovate and offer new gaming experiences. Another trend in the market is the rise of free-to-play games with in-app purchases. This business model has gained popularity among developers as it allows them to offer games for free, attracting a larger user base, and monetize through in-app purchases of virtual goods or additional features. This trend has resonated well with Brazilian consumers, who are often price-conscious and enjoy the ability to try out games before making a purchase.

Local special circumstances:
Brazil has a large and young population, which contributes to the growth of the download games market. The country has a high percentage of young people who are avid gamers and are willing to spend money on digital entertainment. Additionally, Brazil has a strong gaming culture, with gaming events and competitions attracting a large number of participants and spectators. This cultural aspect further drives the demand for download games in the country.

Underlying macroeconomic factors:
The growth of the download games market in Brazil is also influenced by macroeconomic factors. For instance, the improving economic conditions in the country have led to an increase in disposable income, allowing consumers to spend more on entertainment, including download games. Furthermore, the expanding middle class in Brazil has contributed to the growth of the market, as more people have the means to purchase gaming devices and download games. In conclusion, the Download Games market in Brazil is experiencing steady growth due to customer preferences for digital entertainment, the rise of mobile gaming, and the affordability of download games. The shift towards mobile gaming, the popularity of free-to-play games with in-app purchases, and the country's large and young population are driving the growth of the market. Additionally, improving economic conditions and the expanding middle class in Brazil are contributing to the increased demand for download games.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. 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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