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Research says that 74.5% of Brazilians are gamers

According to the 9th edition of the Game Brasil Survey (PGB), this is the biggest mark in the history of games in Brazil. Know more!

The 9th edition of the Game Brazil Survey (PGB), a consolidated annual survey on the consumption of electronic games in the country, shows that about 3 out of 4 Brazilians play electronic games. This is a growth of 2.5 percentage points compared to the previous year, reaching its highest historical mark with 74.5% of the population of Brazil claiming to play games in 2022.

The engagement of the Brazilian public with electronic games appears even stronger when it is observed that, for 76.5% of gamers, electronic games are the main form of entertainment. This number shows a progressive increase: it registered 57.1% in 2020 and 68% in 2021, totaling an increase of 8.5 percentage points in this 9th edition.

PGB is developed by Sioux Group and Go Gamers in partnership with Blend New Research and ESPM. In 2022, the study heard 13,051 people in 26 states and the Federal District between February 11 and March 7. “Electronic games are increasingly solidified in their significant importance in the lives of Brazilians, regardless of sex, age or even social class, as one of the most relevant entertainment platforms”, he says. Guilherme Camargopartner of the Sioux Group and professor at ESPM’s postgraduate programme.

A habit for different profiles of the population

As in previous editions of the survey, PGB 2022 shows that women are the majority among the electronic game audience in Brazil. In this 9th edition, they represent 51% of Brazilians who play games. “This predominance is related to smartphones, the 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 Brazilian population”, he adds. Camargo.

Brazilian gamer profile data
Brazilian gamer profile data / Credit: Disclosure/PGB

Regarding the ethnicity of gamers, the 9th edition of the survey shows that the largest portion of the gamer audience identifies as brown or black (49.4%, in total), followed by people who declare themselves white (46.6%). Regarding the age of the players, people between 20 and 24 years old are the majority among this audience in Brazil, with 25.5%. Subsequently, the PGB 2022 shows that the habit of playing games is more common among adolescents aged 16 to 19 (17.7%) and people aged 25 to 29 (13.6%).

“Still, what the survey tells us is that there is no age to play electronic games, since the percentage difference between the most varied age groups is balanced. People between 30 and 34 years old, for example, represent 12.9% of players in Brazil, and those between 35 and 39 years old represent 11.2% of the public”, adds Carlos Silva, partner at GoGamers.

Finally, with regard to social class, most players are middle class (B2, C1 and C2), with 62.7%. Upper middle class people (B1) represent 12.3% of the public, proceeded 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%.

“Computers and gaming consoles have high costs by the standards of most Brazilians. However, smartphones democratize this habit, since they exist in greater numbers than the population of Brazil itself. Another aspect is that Brazilians always find a way to circumvent high prices, whether extending the useful life of older generations of consoles or dedicating themselves to a few games”, comments Silva.

From the control to the screen in hand

The smartphone already appeared as the favorite platform of Brazilian players in previous editions of the study, and now it is even more isolated, with 48.3% of the public’s preference according to PGB 2022 – growth of 6.7 percentage points. Computers appear in 2nd place, with 23.3% (in the sum of desktops and notebooks), and home consoles are in 3rd, 20%.

In addition to cell phones being preferred, they are also the devices on which gamers play the most. According to the study, it is on the small screens that the majority of the public plays games every day (33.2%). On computers, those who play daily represent 15.3% of the country’s players, and on consoles, 11.8%. However, longer gaming sessions, such as one to three hours in a row, are more practiced on computers (37.9%) and consoles (34.8%). On cell phones, this figure is 31.7%, while playing games for up to an hour is the custom for 33.7% of the smartphone audience.

Regardless of the platform, an increasingly common custom among gamers in Brazil is to play online. There are few who do not play online, sharing the experience with other players (6.7%) when compared to 36.9% of the gamer audience who play online daily and 28.7% who play online between three to six days of week.

Impacts of the pandemic and purchasing power

One of the factors that may have contributed to strengthening the relationship between Brazilians and electronic games was the social isolation caused by the COVID-19 pandemic. According to the survey, 72.2% of Brazilian gamers say they played more during the period, and 57.9% booked more online gaming sessions with friends when they stayed at home.

Another data in line with the strengthening of Brazilians’ relationship with electronic games during this period refers to the consumption behavior of the gamer community. “This reinforces the idea that the period of social isolation strengthened the relationship of Brazilians with electronic games, especially through the consumption of media content of games in videos, streams and social networks” says Mauro Berimbau from Go Gamers and professor at ESPM.

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%) that spent between R$500 and R$1,250 on gaming equipment.

PGB 2022 also expanded its mapping in relation to the financial behavior of players in Brazil and shows that 78.6% of this audience has a credit card. The community also invests, opting mostly for savings (36.3%) and fixed income (21.5%), while 28.2% of players do not 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%).

eSports, NFT and Metaverso: inside the news in these segments

With a rapid progression in the knowledge of Brazilian players, year after year of survey, eSports are now known by 81.2% of gamers in Brazil, according to PGB 2022 – growth of 32.8 percentage points compared to the 2021 edition. .

“The consolidation of this type of game, however, does not mean that the novelties in the segment are over, and PGB 2022 sought to map the awareness of the Brazilian public about several other new technologies and concepts that permeate the games ecosystem”, forward Silva.

metaverse data
Metaverse Data / Credit: Disclosure/PBG

One of the factors is accessibility functions in games, used by almost a third of players in Brazil (29.5%) — even with a smaller volume (21.3%) of Brazilian players who claim to have some type of disability that limits their gaming experience. NFTs (Non-Fungible Tokens) are another novelty present in the segment, and a little more than half of gamers in Brazil (50.8%) still do not know about non-fungible items. Among those who are familiar with the concept, 32.1% have NFTs.

The concept of metaverse appears more popular among players in Brazil, being known by 63.8% of the community. There is also a considerable portion of players in favor of activities related to the metaverse concept — 59.3% of the public likes the idea of ​​having social events within games, such as watching movies within a game, while 51.7% sympathize with marks that appear within the games.

Finally, another new data from PGB 2022 is in relation to pets. According to the survey, 79.1% of the gaming public in Brazil claims to have some type of pet, such as a dog, cat and others. Access the official website of Pesquisa Game Brasil to download the free version of the study.

Source: Recreio

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