A study showed that for more than 85%, electronic games are one of the main forms of entertainment
Developed by SX Group and Go Gamers, in partnership with Blend New Research and ESPM, the Brasil Game Show Survey showed that Brazilians have seen games as a source of entertainment: 85.4% consider electronic games to be one of their main forms of entertainment. different.
The study also revealed that 73.9% of the population in Brazil claims to play some type of digital game, which means an increase of 3.8 percentage points compared to the year 2023.
In relation to gender, this year’s survey showed a technical tie between men and women when asked about their habit of playing games: 50.9% of the public being female and 49.1% male.
The presence of women leading consumption, the representation of black and brown people within the digital games market and the rise of social classes with lower purchasing power using the smartphone as a platform, says Guilherme Camargo, partner at SX Group and professor at the post- degree from ESPM.
In relation to age, the data indicates an aging of the gaming public. The most represented age groups are 30 to 34 years old, with 16.2%; and from 35 to 39 years old, with 16.9%. In contrast, younger audiences have a lower participation, with 14.6% for those aged 20 to 24 and the same 14.6% for those aged 25 to 29.
The youngest age group, 20 to 24 years old, saw a decrease of 0.5 percentage points, and the youngest age group, 25 to 29 years old, had a decrease of 1.6 percentage points compared to the 2023 survey.
In relation to the ethnicity of Brazilian gamers, as observed in previous editions, the majority are of black origin (52.3%), when those who identify as black (11.2%) or mixed race (41.2%) are added, while People who declare themselves white represent 44.6% of electronic game players in Brazil.
Regarding social class, PGB 2024 reveals that the majority of Brazilian gamers still belong to the middle class (B2, C1 and C2), totaling 64.8%. The upper-middle class (B1) represents 11.6% of the public; the upper class (A) represents 15.8%; and the base of the pyramid (classes D and E) represents 7.8%.
Favorite platform
Easy access, a wide range of games and mobility make cell phones the favorite of Brazilian players. With 48.8%, mobile devices lead, followed by computers, with 22.6%, and consoles, with 21.7%.
Compared to the previous year, there was a drop of 2.9 percentage points (51.7%), but the difference for other gaming media is still significant.
A point to highlight is that computers have regained second place among Brazilians. Going from 19.4% to 22.6%, PCs, which include desktops and notebooks, are well balanced with consoles, which have just 0.9 percentage points of difference.
According to PGB 2024, it was analyzed that player involvement influences a variety of factors ranging from personal motivations, needs and life contexts. Social participation, identity construction and fun are part of the lifestyle of Brazilian digital game players.
Currently, 70.8% of players proudly display the name of their teams, clans or guilds, reinforcing identity and involvement.
Online games have also had a major impact on research. Thus, 82.4% have already made friends with someone during a game on the internet and 71% say they feel more motivated to win when playing against someone else.
We noticed that games have appeared more frequently in Brazilians’ daily lives and this shows the great impact that digital games have on players’ lives. People have made friends and built an identity that they are proud of, highlighted Mauro Berimbau, consultant at Go Gamers and professor at ESPM.
(Credit: Photo by Nadine Shaabana on Unsplash)