Game Brasil 2022 survey showed an increase in the number of people who say they play some kind of game
The game market consumption continues on a growth trajectory in Brazil, as pointed out in this year’s edition of the Game Brazil Survey (PGB). The survey showed that 3 out of 4 Brazilians, or 74.5% of the population, have the habit of playing electronic games.
The figure represents an increase of 2.5 percentage points compared to the numbers presented last year, when 72% of respondents said they were in the gaming universe, and one percentage point below the 2018 study (75.5%).
Access to games has been preferentially via smartphones, with 48.3%, an increase of 6.7 percentage points. Computers were in second place, with 23.3% – adding desktops and notebooks -, and consoles followed, with 20%.
There is also a noticeable increase in online games – or network games -, with 36.9% of the gamer audience that plays every day, and 28.7% among users who log in three to six days a week. The percentage of those who do not play online is 6.7%.
Female domain
Women maintained their dominance in the gaming universe, accounting for 51% of the Brazilian public. “This predominance is related to smartphones, a platform with more gamers in Brazil and an even greater volume of the female audience (60.4%), but also with the general characteristics of the population of Brazil”, says Guilherme Camargo, partner at Sioux Group and professor at ESPM’s graduate school.
Demographic data also show that the largest portion of the gamer audience identifies as brown or black, with 49.4%. Soon after, there are people who declare themselves white (46.6%).
Regarding age, the majority of users are between 20 and 24 years old (25.5%). Then, adolescents between 16 and 19 years old (17.7%) and people aged between 25 and 29 years old (13.6%). Despite this, the numbers also show an age diversity. People between 30 and 34 years old, for example, represent 12.9% of the players and aged between 35 and 39, 11.2%.
In terms of income, the research shows that the majority are from the middle class, between the B2, C1 and C2 groups, with 62.7%. Upper middle class people (B1) represent 12.3% of the public, followed by class A, which represents 13.5%, and by the base of the pyramid (classes D and E) with 11.6%.
This data is consistent with the average family income of players in Brazil: most (29.1%) have an income between R$2,090.01 to R$4,180, provided by people who earn up to R$2,090 (27.5% ). The public with income from R$4,180.01 to R$10,450 is 26.7%.
The act of buying electronic games was also a behavior that remained among the public, with the majority (36%) claiming to have purchased up to three titles in the last year. Among the public that chooses not to pay for games, 40.2% point to high values as the main reason.
And even though 24.6% of players have stated that they have not spent anything on gaming equipment over the last year, there is still an almost correlated portion (22.6%) that invested at least up to R$499.99 in gamers products, and another considerable public (19.9%) who spent between R$500 and R$1,250 on gaming equipment.
The PGB 2022 also showed that 78.6% of this public has a credit card, and that the community makes investments, opting mostly for savings (36.3%) and fixed income (21.5%), while 28.2% of players said not to invest. Cryptocurrencies are also a source of investment for a good portion of Brazilian gamers (17%), and in this currency Bitcoin prevails with ease among the public (79.2%).
Metaverse and innovations
Theme of the moment, the metaverse seems to have the appreciation of Brazilian players. The ecosystem is already known by 63.8% of the players. In addition, according to the survey, 59.3% like the idea of having social events in games and 51.7% sympathize with brands that are part of ecosystems.
On the other hand, NFTs are much less known in the segment, registering a rate of 50.8% among gamers. Among those in the know, 32.1% claim to own the tokens.
The survey, carried out by the Sioux Group and Go Gamers in partnership with Blend New Research and ESPM, surveyed 13,051 people in 26 states and the Federal District between February 11 and March 7.