Research shows an increase in the number of players, with more than 50% representing women and the majority declaring themselves black or mixed race.
Around 73.9% of Brazilians play electronic games. This was one of the data highlighted by the 2024 edition of Game Brazil Search (PGB), published last Tuesday (27), with the aim of revealing the consumption characteristics of players in the country, which registered an increase of 3.8% compared to the previous year. The 11th survey report also points out that, for 85.4% of Brazilians, electronic games are considered one of their main sources of entertainment.
PGB 2024 also showed an increase in the representation of players who self-declare as black (11.2%) or mixed race (41.2%), totaling 52.4%, more than half of the participants. Another point draws attention: the number of female gamers, representing 50.9%, compared to 49.1% of men, brings a new perspective to the diversity of gamers in the country.
The age group was also highlighted in the research: people between 30 and 34 years old and between 35 and 39 years old are making greater use of electronic games. According to parents, teenagers are not far behind, with 70.2% of children under 15 playing games from childhood to the present day. For Mrcio Filho, President of the Association of Digital Game Developers of the State of Rio de Janeiro (RING), the changes are also considered positive for future economic growth in the sector.
Realizing that electronic games are increasingly present in society and have crossed different socioeconomic profiles is a joy, but we cannot stop just at the consumption aspect. It is essential that Brazil, which currently accounts for around 1.5% of the global consumer market, can also occupy a prominent place in production. In this area, we are only 0.2% of the global production market. an important difference that requires the union of the private sector, academia and governments to be overcome, declared the president.
Mrcio also highlighted that Brazil generates 13 billion reais and earns 1.2 billion reais per year from electronic games. According to him, faced with a potential growth in consumption, as shown by the research, it is essential to have public policies that accompany this development.
Carried out between December 2023 and January 2024, the 11 report was developed by SX Group and Go Gamers, in partnership with Blend New Research and ESPM, with participants from all states and the Federal District.
Layer photo: Freepik
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