Online Games - BRICS

  • BRICS
  • In Brazil, revenue in the Online Games market market is projected to reach US$9.82bn in 2025.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2025-2029) of 5.83%, leading to a projected market volume of US$12.32bn by 2029.
  • In the Brazilian Online Games market market, the number of users is anticipated to reach 0.6bn users by 2029.
  • User penetration Brazil will be 18.3% in 2025 and is expected to increase to 19.2% by 2029.
  • In a global context, China will generate the most revenue, with figures reaching US$6,895.00m in 2025.
  • The average revenue per user (ARPU) in Brazil's Online Games market market is projected to be US$16.22 in 2025.
  • In Brazil, the online gaming market is experiencing a surge in popularity, driven by increased internet accessibility and a vibrant gaming community.

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

 
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Analyst Opinion

The Online 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 growth. Customer preferences in the Online Games market in BRICS are driving the demand for new and innovative gaming experiences. Customers in these countries are increasingly seeking out online games that offer immersive gameplay, high-quality graphics, and multiplayer capabilities. They are also looking for games that can be easily accessed and played on a variety of devices, including smartphones and tablets. Additionally, customers in BRICS countries are showing a growing interest in virtual reality (VR) and augmented reality (AR) gaming experiences. Trends in the market are also playing a significant role in the development of the Online Games market in BRICS. One major trend is the rise of mobile gaming. As smartphone penetration rates continue to increase in BRICS countries, more and more people are accessing online games through their mobile devices. This has led to a surge in the popularity of mobile gaming apps and has created new opportunities for game developers and publishers. Another trend in the Online Games market in BRICS is the growth of eSports. eSports, or competitive video gaming, has gained a massive following in recent years, with millions of viewers tuning in to watch professional gamers compete in tournaments. This trend has led to increased investment in eSports infrastructure and the development of professional gaming teams in BRICS countries. Local special circumstances in BRICS countries are also contributing to the growth of the Online Games market. For example, in Brazil, the government has implemented tax incentives and subsidies to promote the development of the gaming industry. This has attracted both domestic and international game developers and has helped to foster a vibrant gaming ecosystem in the country. Similarly, in China, the government has implemented strict regulations on the release of new games, which has created a highly competitive market and has led to the development of high-quality games. Underlying macroeconomic factors are also driving the growth of the Online Games market in BRICS. These countries have experienced rapid economic growth in recent years, which has led to an increase in disposable income and a growing middle class. As a result, more people in BRICS countries have the financial means to purchase gaming devices and invest in online games. Additionally, improvements in internet infrastructure and connectivity have made it easier for people in these countries to access and play online games. In conclusion, the Online Games market in BRICS is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. As more people in these countries seek out immersive gaming experiences and as mobile gaming and eSports continue to gain popularity, the Online Games market in BRICS is poised for continued growth in the coming years.

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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