Casual Games - Brazil

  • Brazil
  • In 2022, the projected total revenue in the Casual Games market in Brazil is expected to reach US$108.40m.
  • This represents the amount of money generated from the sales and transactions within this market segment.
  • Looking ahead, the market is projected to experience an annual growth rate of 8.25% between 2022 and 2027, resulting in a projected market volume of US$166.70m by 2027.
  • When it comes to revenue sources within the Casual Games market, in-app purchases (IAP) are expected to contribute significantly.
  • In 2022, it is projected that IAP revenue will reach US$28.06m.
  • This includes the revenue generated from purchases made within the games themselves, such as buying additional levels, power-ups, or virtual currency.
  • Paid app revenue is another important aspect of the Casual Games market.
  • In 2022, it is projected that paid app revenue will reach US$1.98m.
  • This includes the revenue generated from the initial purchase of the game itself, where users are required to pay a fee to download and access the game.
  • Advertising revenue also plays a significant role in the Casual Games market.
  • In 2022, it is projected that advertising revenue will reach US$78.41m.
  • This includes the revenue generated from advertisements displayed within the games, such as banner ads, interstitial ads, or rewarded video ads.
  • Furthermore, the number of downloads in the Casual Games market in Brazil is projected to reach 1.17bn downloads in 2022.
  • This represents the total number of times that the games within this market segment are downloaded by users.
  • In terms of average revenue per download, currently, it is expected to amount to US$0.09.
  • This means that, on average, for each download of a Casual Game in Brazil, the revenue generated is approximately US$0.09.
  • When comparing the Casual Games market in Brazil to the global market, it is noteworthy to mention that in the United States generates the most revenue.
  • In 2022, it is projected that in the United States will generate US$5,463.00m in revenue within the Casual Games market.
  • This indicates the significant market presence and financial impact of the United States in this sector.

Key regions: India, United States, Europe, Japan, Asia

 
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Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, 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/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

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 case market dynamics change.

Overview

  • Revenue
  • Market Shares
  • Downloads
  • Users
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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