Video Games in Brazil

August 2026
USD 1,195
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Overview:

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.

The Video Games in Brazil report includes:

  • Analysis of key supply-side and demand trends
  • Detailed segmentation of international and local products
  • Historic volume and value sizes, company and brand market shares
  • Five year forecasts of market trends and market growth
  • Robust and transparent research methodology, conducted in-country

This report answers:

  • What is the market size of Video Games in Brazil?
  • Which are the leading brands in Video Games in Brazil?
  • How are products distributed in Video Games in Brazil?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in Brazil?
  • How has retail disruption following COVID-19 and national lockdown impacted sales?
  • Where is future growth expected to be most dynamic?
  • Is it more important to appeal to children or adults?

Video Games in Brazil - Category analysis

Key Data Insights

Video Games Summary
Chart 1 Key Industry Trends for Video Games
Pix Accelerates Digital Spending across Brazil’S Gaming Ecosystem
Subscription Services and Cloud Gaming Reinforce Software’S Leadership
Chart 2 Subscriptions Win over Ownership in Brazil Even as Xbox Game Pass Nearly Doubles
Hardware Affordability Challenges Prolong Console Lifecycles
Chart 3 Value Sales 2020-2030
Chart 4 Value Sales by Category 2025
Subscriptions and Live-Service Models Are Forecast to Sustain Double-Digit Growth
Chart 5 Analyst Insight for Video Games
Hardware Affordability Challenges Are Expected to Prolong Console Lifecycles
Regulatory Compliance and Mobile Monetisation Are Projected to Shape Competition
Chart 6 Forecast Value Sales 2020-2030
Chart 7 Forecast Value Sales by Category 2025-2030
Riot Games Extends Its Lead in a Fragmented and Highly Competitive Market
Blockbuster Releases and Platform Investment Intensify Competition
Chart 8 Company Shares 2025
Chart 9 Brand Shares 2025
Pix and Digital Storefronts Reinforce E-Commerce Leadership
Subscriptions and App Stores Shape Digital-First Purchasing Behaviour
Chart 10 Retail Channels 2020-2025
Access-Based Gaming Models Reshape Product Development Priorities
Boosteroid, Xbox Game Pass and Switch 2 Illustrate Evolving Access Models
Chart 11 Boosteroid Adds Pix Payments to Widen Cloud-Gaming Access in Brazil
Recurring Engagement Becomes the Primary Driver of Value Creation
Chart 12 Costly Switch 2 Stretches Brazil's Console Lifecycles and Monetisation
Chart 13 Economic Context for Video Games
Chart 14 Real GDP Growth 2020-2030
Chart 15 Inflation 2020-2030
Chart 16 Consumer Context for Video Games
Chart 17 Population 2020-2030
Chart 18 Consumer Expenditure 2020-2030
Chart 19 Population by Generation 2025

Toys and Games in Brazil - Industry Overview

2025 Developments

Key Data Insights

Chart 20 Key Industry Trends for Toys and Games
Kidult Demand Supports Growth across Premium Toys and Collectibles
Pix and Digital Access Accelerate Video Games Growth
Omnichannel Retail and Marketplaces Reshape Purchasing Behaviour
Chart 21 Ri Happy Leans on Omnichannel and 90-Minute Pickup as Gifting Moves Online
Chart 22 Value Sales 2020-2030
Chart 23 Value Sales by Category 2025
Subscriptions, Pix and Digital Access Are Projected to Sustain Market Growth
Chart 24 Analyst Insight for Toys and Games
Kidult Demand Is Set to Reinforce Premiumisation across Traditional Toys and Games
Omnichannel Execution, Personalisation and Compliance Are Expected to Shape Competition
Chart 25 Forecast Value Sales 2020-2030
Chart 26 Forecast Value Sales by Category 2025-2030
Mattel and Hasbro Retain Leadership as Digital Players Gain Share
Content, Subscriptions and Platform Ecosystems Reshape Competition
Chart 27 Company Shares 2025
Chart 28 Brand Shares 2025
Mercado Livre, Amazon and Pix Reinforce E-Commerce Leadership
Omnichannel Retail Adapts through Convenience and Gifting Occasions
Chart 29 Retail Channels 2020-2025
Premium Collectibles and Digital Ecosystems Reshape Product Development Priorities
Mattel, Lego and Xbox Demonstrate Evolving Approaches to Engagement
Chart 30 Pokémon TCG and Premium Collector Lines Anchor Brazil's Kidult Toy Surge
Recurring Engagement Becomes the Primary Source of Value Creation
Chart 31 Brazil Goes Digital-First as Xbox Game Pass and Pix Reshape How Players Pay
Chart 32 Economic Context for Toys and Games
Chart 33 Real GDP Growth 2020-2030
Chart 34 Inflation 2020-2030
Chart 35 Consumer Context for Toys and Games
Chart 36 Population 2020-2030
Chart 37 Consumer Expenditure 2020-2030
Chart 38 Population by Generation 2025

Country Reports Disclaimer

The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • Gaming Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games and Subscriptions (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games and Subscriptions (In-Game Purchases)
        • Mobile Games (In-Game Purchases)

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 definitions
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This report originates from Passport, our Video Games research and analysis database.

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