Online Games - Brazil

  • Brazil
  • Revenue in Brazil's Online Games market market is forecasted to reach US$373.80m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.79%, leading to a projected market volume of US$495.20m by 2029.
  • Within Brazil's Online Games market market, the number of users is expected to reach 33.3m users by 2029.
  • User penetration is set to be 14.0% in 2024 and is projected to increase to 14.9% by 2029.
  • In a global context, in China is expected to generate the most revenue (US$6,532.00m in 2024).
  • The average revenue per user (ARPU) in Brazil's Online Games market market is estimated to be US$12.31 in 2024.
  • Brazil's online gaming market is experiencing exponential growth, fueled by a tech-savvy population and increasing internet penetration nationwide.

Key regions: France, South Korea, Europe, India, Asia

 
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Analyst Opinion

The Online Games market in Brazil has been experiencing significant growth in recent years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors have all contributed to this development.

Customer preferences in Brazil have shifted towards online gaming due to several factors. Firstly, the increasing availability of high-speed internet connections has made online gaming more accessible to a larger population. This has led to a growing number of gamers in the country.

Secondly, the rise of mobile gaming has also contributed to the popularity of online games in Brazil. With the widespread use of smartphones, more people are able to play games on the go, leading to increased engagement and revenue in the online gaming market. Trends in the market have also played a significant role in the growth of the Online Games market in Brazil.

One notable trend is the increasing popularity of multiplayer online games. Brazilians are increasingly seeking social interactions and connections through gaming, leading to a higher demand for multiplayer games. This trend has been further fueled by the COVID-19 pandemic, which has resulted in more people staying at home and looking for ways to connect with others virtually.

Another trend in the market is the rise of esports in Brazil. Esports tournaments and competitions have gained significant popularity, attracting both professional players and enthusiastic spectators. This has created a thriving ecosystem around esports, including sponsorships, advertising, and media coverage.

The growth of esports has not only increased the demand for online games but has also contributed to the overall growth of the gaming industry in Brazil. Local special circumstances have also influenced the development of the Online Games market in Brazil. The country has a large and young population, which has a strong affinity for gaming.

This demographic factor has contributed to the high demand for online games in the country. Additionally, Brazil has a vibrant gaming community with active forums, social media groups, and gaming events. This sense of community has fostered a supportive environment for the growth of the Online Games market.

Underlying macroeconomic factors have also played a role in the development of the Online Games market in Brazil. The country has experienced economic growth in recent years, which has resulted in increased disposable income for many Brazilians. This has allowed more people to afford gaming devices and invest in online games.

Furthermore, the government has implemented policies to support the technology and gaming industries, creating a favorable business environment for online game developers and publishers. In conclusion, the Online Games market in Brazil has experienced significant growth due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The increasing availability of high-speed internet, the rise of mobile gaming, and the popularity of multiplayer online games and esports have all contributed to the growth of the market.

Brazil's large and young population, vibrant gaming community, and favorable macroeconomic conditions have also played a role in the development of the market.

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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