Download Games - BRICS

  • BRICS
  • In Brazil, revenue in the Download Games market market is projected to reach US$3.35bn in 2025.
  • This sector is expected to show an annual growth rate (CAGR 2025-2029) of 5.44%, resulting in a projected market volume of US$4.14bn by 2029.
  • The number of users in the Download Games market market Brazil is expected to amount to 0.5bn users by 2029.
  • User penetration Brazil will be 13.6% in 2025 and is anticipated to increase to 13.8% by 2029.
  • In global comparison, it is notable that the most revenue will be generated the United States (US$5,352.00m in 2025).
  • Additionally, the average revenue per user (ARPU) in the Download Games market market Brazil is projected to amount to US$7.47 in 2025.
  • In Brazil, the rising popularity of mobile gaming is significantly driving growth in the download games segment, reflecting a shift in consumer entertainment preferences.

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

 
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Analyst Opinion

The Download Games market in BRICS is experiencing significant growth and development. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors are all contributing to this positive trend.

Customer preferences:
In the BRICS countries, there is a growing demand for Download Games. Customers are increasingly looking for convenient and accessible ways to enjoy gaming experiences. Download Games offer the advantage of being easily accessible through digital platforms, allowing users to play games directly on their devices without the need for physical copies. This convenience is particularly appealing to customers in BRICS countries, where internet access and smartphone penetration are on the rise.

Trends in the market:
One of the key trends in the Download Games market in BRICS is the increasing popularity of mobile gaming. With the widespread adoption of smartphones and the availability of affordable data plans, more and more people are turning to mobile devices for gaming. This trend is particularly prominent in countries like China and India, where the majority of the population has access to smartphones. As a result, game developers are focusing on creating mobile-friendly games to cater to this growing demand. Another trend in the market is the rise of online multiplayer games. With the advancement of internet connectivity and the availability of high-speed internet in BRICS countries, online multiplayer games have become increasingly popular. Players can now connect with others from around the world and engage in cooperative or competitive gameplay. This trend has led to the development of online gaming communities and eSports tournaments, further fueling the growth of the Download Games market.

Local special circumstances:
Each BRICS country has its own unique circumstances that contribute to the development of the Download Games market. For example, in China, strict regulations on console gaming have led to the rise of PC and mobile gaming. The Chinese government's restrictions on console gaming have created a favorable environment for the growth of the Download Games market. In Brazil, the high cost of physical games and consoles has made Download Games a more affordable option for gamers. This, coupled with the country's large population of young people, has contributed to the increasing popularity of digital gaming in Brazil.

Underlying macroeconomic factors:
The growth of the Download Games market in BRICS can also be attributed to underlying macroeconomic factors. The BRICS countries have experienced rapid economic growth in recent years, leading to a rise in disposable income. As a result, more people have the means to purchase gaming devices and spend money on Download Games. Additionally, the increasing penetration of internet access and the expansion of mobile networks in BRICS countries have made it easier for people to access and download games. This has created a larger potential customer base for the Download Games market. In conclusion, the Download Games market in BRICS is developing rapidly due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The convenience of Download Games, the popularity of mobile gaming, the rise of online multiplayer games, and the unique circumstances in each BRICS country are all contributing to the growth of this market. With the continued expansion of internet access and the increasing affordability of gaming devices, the Download Games market in BRICS is expected to continue its positive trajectory.

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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