Pushed by eager gaming consumers, video games in Brazil is set to continue growing in the high double digits in current value terms over the forecast period. Video games software is set to drive growth, with online games and subscriptions and digital video games software driving this growth.
Cloud gaming is expected to continue driving sales of online games and subscriptions in the forecast period, with a double-digit increase expected in current value terms. Besides international players, Brazilian telecommunications company Algar was one of the first to offer cloud gaming services, through its platform GameX play, which includes around 300 titles, including strong titles such as Fortnite, PUBG, MotoGP, and Metal Slug, amongst others.
The approval of the legal games act by the senate in early 2023 is set to be a cornerstone in the development of video games in Brazil. The law, which regulates the development, import and commercialisation of video games, will foster financial investments in the space, while also adjusting the regulatory and tax-related charges to the reality of the business and to a more competitive environment.
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Understand the latest market trends and future growth opportunities for the Video Games industry in Brazil with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.
If you're in the Video Games industry in Brazil, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.
Video Games
This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.
See All of Our DefinitionsThis report originates from Passport, our Video Games research and analysis database.
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