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Download Games - Brazil

Brazil
  • In Brazil, revenue in the Download Games market is projected to reach US$347.45m in 2025.
  • The revenue is expected to exhibit an annual growth rate (CAGR 2025-2029) of 6.31%, leading to a projected market volume of US$443.74m by 2029.
  • Additionally, the number of users in Brazil's Download Games market is anticipated to amount to 54.4m users by 2029.
  • User penetration in Brazil will be 24.2% in 2025 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$5.35bn expected in 2025.
  • The average revenue per user (ARPU) in Brazil's Download Games market is projected to be US$6.57 in 2025.
  • In Brazil, the Download Games market is experiencing a surge in popularity, driven by increased internet accessibility and a growing gaming community.

Definition:

Download games refer to video games that are purchased and downloaded digitally over the internet, rather than being obtained through physical copies. This method allows players to access games directly on their gaming devices, such as consoles, computers, or mobile devices, without the need for physical discs or cartridges. Download games often include a wide variety of genres and titles, ranging from indie games to blockbuster releases, and are distributed through various digital storefronts or platforms. Players can enjoy the convenience of instant access to their games and often benefit from additional content, updates, and online features provided by the publishers.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through purchases. Key players in the market are companies, such as Electronic Arts (EA), Activision Blizzard, and Ubisoft.

In-Scope
  • Online sales of video games for gaming consoles or PCs/laptops via direct downloads such as Electronic Arts (EA), Activision Blizzard, and Ubisoft
Out-Of-Scope
  • Physical video game sales
  • Demo/trial-versions of video games
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis
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    Revenue

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

    MOST_RECENT_UPDATE: Jan 2025

    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: Jan 2025

    SOURCE: Statista Market Insights

    Analyst Opinion

    The Download Games Market in Brazil is experiencing moderate growth, influenced by factors like the rising popularity of mobile gaming, improved internet access, and an increasing number of gamers seeking digital entertainment options. These elements are shaping the market's expansion.

    Customer preferences:
    In Brazil, there is a notable shift towards casual and social gaming, particularly among younger audiences who prioritize interactive and community-driven experiences. This trend is fueled by the growing influence of social media and streaming platforms, where gamers share gameplay and connect with others. Additionally, there's an increasing interest in localized content that resonates with Brazilian culture, enhancing player engagement. As mobile devices become the primary gaming platform, consumers are gravitating towards games that offer quick, engaging sessions suitable for on-the-go play.

    Trends in the market:
    In Brazil, the Download Games Market is experiencing a surge in interest towards mobile gaming, particularly among younger demographics who favor quick, accessible gameplay. This shift is driven by the widespread use of smartphones and the popularity of social media, where users share gaming experiences and foster community connections. Furthermore, there is a rising demand for games that reflect Brazilian culture and narratives, enhancing player engagement. As developers focus on localized content and community-driven features, industry stakeholders must adapt to these evolving preferences to capture and retain a passionate gaming audience.

    Local special circumstances:
    In Brazil, the Download Games Market is shaped by a rich cultural tapestry that influences gaming preferences and content creation. The country's diverse population drives demand for games that incorporate local themes, folklore, and language, fostering a deeper connection with players. Additionally, Brazil's regulatory environment, which includes specific guidelines for game ratings and content, impacts game development strategies. The prevalence of social gaming and community engagement is further enhanced by the country's robust social media landscape, making multiplayer and interactive experiences particularly appealing.

    Underlying macroeconomic factors:
    The Download Games Market in Brazil is significantly influenced by macroeconomic factors such as economic stability, consumer spending trends, and technological infrastructure. Brazil's economic health, characterized by fluctuations in GDP growth and inflation rates, directly impacts discretionary spending on digital entertainment, including games. Favorable fiscal policies, such as tax incentives for tech companies, promote investment in game development, while the growing middle class enhances access to gaming platforms. Additionally, the expansion of internet connectivity and mobile penetration supports the rise of digital downloads, aligning with global trends toward online gaming consumption.

    Users

    MOST_RECENT_UPDATE: Jan 2025

    SOURCE: Statista Market Insights

    Global Comparison

    MOST_RECENT_UPDATE: Jan 2025

    SOURCE: Statista Market Insights

    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.

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    Key Market Indicators

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

    MOST_RECENT_UPDATE: Jan 2025

    SOURCE: Statista Market Insights

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