The Brazil video games and consoles market is set for accelerated growth, with USD 3.5 billion in value addition and a compound annual growth rate (CAGR) of 10.1%, showcasing strong upward momentum through 2029. Brazil’s gaming market is driven by a large, tech-savvy youth population, with mobile gaming leading the charge due to widespread smartphone use. The country’s vibrant eSports scene is also gaining traction, fostering a sense of community around competitive gaming. Additionally, the adoption of next-gen consoles is increasing, despite economic challenges slowing growth.
This report provides a thorough assessment of the Brazil video games and consoles industry, presenting key market data including historical performance, growth trends, and future outlooks. It delves into various market segments and sub-segments, with a focus on important factors like product, revenue stream and distribution channel. Through this detailed assessment, the report helps uncover the growth potential of the video games and consoles industry.
Market Segmentation
The Brazil video games and consoles market is categorized into the following segments:
Product: devices (handheld games consoles, stationary consoles, VR/AR headsets), video game software (console games, mobile games, online games and subscriptions, PC games)
Revenue stream: paid app, in-app purchases
Distribution channel: supermarkets and hypermarkets, electronics stores, e-commerce, others
In Brazil, the video games and consoles market is segmented by product, revenue stream and distribution channel. The categorization of the market by product includes devices (handheld games consoles, stationary consoles, VR/AR headsets), and video game software (console games, mobile games, online games and subscriptions, PC games). Revenue stream segments encompass paid app, and in-app purchases. Distribution channel segments encompass supermarkets and hypermarkets, electronics stores, e-commerce, and others.
Competitive Landscape
Major participants in the video games and consoles market comprise Electronic Arts Inc., Epic Games Inc., Garena Interactive Holding Ltd., Krafton Inc., Microsoft Corp., Nintendo Co. Ltd., Sony Corporation, Take-Two Interactive Software Inc., Tapps Tecnologia da Informacao Ltda, Tencent Holdings Ltd., Ubisoft Entertainment SA, Valve Corporation and Wild Life Inc.
This comprehensive report analyzes the performance of leading companies in the video games and consoles sector from 2019 to 2023. The findings highlight shifts in market share, revealing both established market leaders and emerging competitors.
Why Buy This Report?
Obtain precise statistical data and forecasts for the Brazil video games and consoles market.
Gain in-depth analysis and forecasts for the key segments of the Brazil video games and consoles market: product, revenue stream and distribution channel.
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Gain deep insights into the dynamics of the Brazil video games and consoles market.
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Anticipate the future trajectory of the Brazil video games and consoles market with informed projections.
Assess the competitive landscape to determine the ideal timing for capitalizing on market opportunities.
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Table of Contents
TABLE OF CONTENTS
Key Findings
Report Scope
Research Methodology
Market Overview
Brazil Video Games and Consoles Market – Product Analysis
Brazil Video Games and Consoles Market – Revenue Stream Analysis
Brazil Video Games and Consoles Market – Distribution Channel Analysis
Key Players and Market Share
– Electronic Arts, Inc.
– Epic Games, Inc.
– Garena Interactive Holding Ltd.
– Krafton, Inc.
– Microsoft Corp.
– Nintendo Co., Ltd.
– Sony Corporation
– Take-Two Interactive Software, Inc.
– Tapps Tecnologia da Informacao Ltda
…
Macroeconomic Data and Forecast
Disclaimer
FIGURES AND TABLES
Table Brazil Video Games and Consoles Market 2019-2029
Chart Brazil Video Games and Consoles Market, Net Growth, 2019-2029
Chart Brazil Video Games and Consoles Market, Growth Rates, 2019-2029
Table Brazil Video Games and Consoles Market by Product, 2019-2029
Chart Brazil Video Games and Consoles Market by Product, CAGR Historic and Forecast, 2019-2029
Chart Brazil Video Games and Consoles Market by Product, 2019-2029
Table Brazil Video Games and Consoles Market by Revenue Stream, 2019-2029
Chart Brazil Video Games and Consoles Market by Revenue Stream, CAGR Historic and Forecast, 2019-2029
Chart Brazil Video Games and Consoles Market by Revenue Stream, 2019-2029
Table Brazil Video Games and Consoles Market by Distribution Channel, 2019-2029
Chart Brazil Video Games and Consoles Market by Distribution Channel, CAGR Historic and Forecast, 2019-2029
Chart Brazil Video Games and Consoles Market by Distribution Channel, 2019-2029
Table Brazil Video Games and Consoles Market Share (%), by Companies, 2019-2023
Chart Brazil Video Games and Consoles Market, by Companies, 2023
Table Brazil Video Games and Consoles Market Share (%), by Brands, 2019-2023
Chart Brazil Video Games and Consoles Market, by Brands, 2023
Table Brazil – Population (Millions) and Forecast
Table Brazil – Consumer Price Index (CPI) and Forecast
Table Brazil – Gross Domestic Product and Forecast
Table Brazil Video Games and Consoles Market: Spend as a Proportion of GDP (%)
Table Brazil Video Games and Consoles Market: Consumption per Capita (Population)
Companies Mentioned
Electronic Arts, Inc.
Epic Games, Inc.
Garena Interactive Holding Ltd.
Krafton, Inc.
Microsoft Corp.
Nintendo Co., Ltd.
Sony Corporation
Take-Two Interactive Software, Inc.
Tapps Tecnologia da Informacao Ltda
Tencent Holdings Ltd.
Ubisoft Entertainment SA
Valve Corporation
Wild Life Inc.