Esports - Brazil

  • Brazil
  • In Brazil, revenue in the Esports market is projected to reach US$104.0m in 2024.
  • The revenue in this sector is expected to exhibit an annual growth rate (CAGR 2024-2029) of 6.53%, which will lead to a projected market volume of US$142.7m by 2029.
  • The largest market within the Esports market is Esports Betting, which is forecasted to have a market volume of US$86.0m in 2024.
  • Although most revenue is generated the United States with a projected market volume of US$1,070.0m in 2024, in Brazil remains an important player.
  • In Brazil's Esports market, the number of users is expected to reach 35.0m users by 2029.
  • User penetration is anticipated to be 12.7% in 2024 and is expected to increase to 15.7% by 2029.
  • Furthermore, the average revenue per user (ARPU) in Brazil is projected to amount to US$3.77.
  • Brazil's esports market is rapidly evolving, with increasing investments and a growing fanbase driving the popularity of competitive gaming across the nation.

Key regions: China, United States, Asia, Germany, France

 
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Analyst Opinion

The eSports market in Brazil is experiencing mild growth, driven by factors such as increasing popularity of online gaming, rising interest in competitive gaming, and the convenience of digital platforms. The sub-markets of Sponsorship & Advertising, Merchandise & Ticketing, Streaming, Media Rights, Publisher Fees and Esports Betting contribute to this growth. However, challenges such as limited infrastructure and regulatory barriers may impact the market's pace of growth.

Customer preferences:
The eSports market in Brazil has seen a rise in demand for online gaming platforms and virtual tournaments, as consumers increasingly seek alternative forms of entertainment and social interaction. Additionally, with the growing popularity of mobile gaming and the rise of streaming platforms, there has been a shift towards digital consumption of eSports content. This trend is driven by the convenience and accessibility of online gaming, as well as the changing lifestyles of younger generations who prioritize virtual experiences over traditional forms of entertainment.

Trends in the market:
In Brazil, the eSports market is experiencing a surge in online streaming platforms, with popular platforms like Twitch and YouTube Gaming gaining a larger audience. This trend is significant as it allows for increased visibility and engagement with the eSports community, leading to potential collaborations with sponsors and advertisers. Additionally, eSports teams and players are leveraging social media platforms to connect with fans and attract sponsorships. This trend is expected to continue, with potential implications for industry stakeholders such as increased revenue opportunities and a larger global presence for Brazilian eSports teams and players.

Local special circumstances:
In Brazil, the eSports market has been rapidly growing due to its unique cultural factors. The country has a strong gaming culture and a large population of young, tech-savvy individuals who are highly engaged in online gaming. Furthermore, Brazil's government has recognized the potential of eSports and has implemented policies to support its growth. Additionally, Brazil's large geographic size has led to the development of local eSports communities and tournaments, making it a hub for international eSports events. These factors have contributed to Brazil's position as one of the top markets for eSports in the world.

Underlying macroeconomic factors:
The eSports market in Brazil is heavily influenced by macroeconomic factors such as the country's economic health, government policies, and global economic trends. With Brazil being one of the fastest-growing economies in the world, the rising disposable income of its population has led to increased consumer spending on leisure activities, including eSports. Moreover, the government's supportive stance towards the gaming industry and investments in digital infrastructure have created a conducive environment for the growth of eSports in the country. Additionally, the increasing popularity of online gaming among the younger population and the rising penetration of internet and mobile devices are driving the demand for eSports in Brazil.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Esports market, which comprises revenues from and users of professional competitive gaming content. This includes any professional and semiprofessional gaming competitions within tournaments or leagues that offer a championship title or prize money. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

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
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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