A rapid growth trajectory is forecasted for the Brazil video games and consoles market, with incremental gains of USD 3.5 billion and a CAGR nearing 10.1% over the next five years. 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 strategic analysis of the Brazil video games and consoles market, examining historical trends from 2020 to 2024 and forecasting developments through 2030. It assesses market size, growth trajectories, and key drivers of change, offering a comprehensive view of the industry’s future. By dissecting the market into product, revenue stream and distribution channel, the report identifies high-potential opportunities and actionable strategies for market players to thrive in a competitive landscape.
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
The Brazil market for video games and consoles is divided based on product, revenue stream and distribution channel. By product, the market is categorized into 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 categories include paid app, and in-app purchases. Distribution channel segments encompass supermarkets and hypermarkets, electronics stores, e-commerce, and others.
Competitive Landscape
The video games and consoles market is largely dominated by key players such as 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 2020 to 2024. 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.
Develop region-specific strategies and set strategic priorities based on localized data analysis.
Gain deep insights into the dynamics of the Brazil video games and consoles market.
Identify high-potential investment opportunities by targeting growth sectors and emerging trends.
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
Market Segmentation
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
Company Shares Analysis
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
Research Methodology
Disclaimer
FIGURES AND TABLES
Table Brazil Video Games and Consoles Market 2020-2030
Chart Brazil Video Games and Consoles Market, Net Growth, 2020-2030
Chart Brazil Video Games and Consoles Market, Growth Rates, 2020-2030
Table Brazil Video Games and Consoles Market by Product, 2020-2030
Chart Brazil Video Games and Consoles Market by Product, CAGR Historic and Forecast, 2020-2030
Chart Brazil Video Games and Consoles Market by Product, 2020-2030
Table Brazil Video Games and Consoles Market by Revenue Stream, 2020-2030
Chart Brazil Video Games and Consoles Market by Revenue Stream, CAGR Historic and Forecast, 2020-2030
Chart Brazil Video Games and Consoles Market by Revenue Stream, 2020-2030
Table Brazil Video Games and Consoles Market by Distribution Channel, 2020-2030
Chart Brazil Video Games and Consoles Market by Distribution Channel, CAGR Historic and Forecast, 2020-2030
Chart Brazil Video Games and Consoles Market by Distribution Channel, 2020-2030
Table Brazil Video Games and Consoles Market Share (%), by Companies, 2020-2024
Chart Brazil Video Games and Consoles Market, by Companies, 2024
Table Brazil Video Games and Consoles Market Share (%), by Brands, 2020-2024
Chart Brazil Video Games and Consoles Market, by Brands, 2024
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.

