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Video Games in Brazil

  • Report Code : 427020
  • Industry : Consumer Goods and Retail
  • Published On : Sep 2020
  • Pages : 26
  • Publisher : Euromonitor International
  • Format: WMR PPT FormatWMR PDF Format

The gaming industry has grown rapidly in Brazil since its global expansion in the 1990s. What was once a simple pastime for a young consumer base in the country had undergone a considerable change of profile by 2019. Moreover, gaming was once limited to a small proportion of the Brazilian population, as consoles and PC hardware were too expensive for the vast majority of Brazilians. However, the expansion of Brazil's middle class and increasing interest from millennials has resulted in a booming...

Euromonitor International's Video Games in Brazil report offers a comprehensive guide to the size and shape of the market at a national level. It provides the latest retail sales data 2015-2019, allowing you to identify the sectors driving growth. It identifies the leading companies, the leading brands and offers strategic analysis of key factors influencing the market - be they new product developments, distribution or pricing issues. Forecasts to 2024 illustrate how the market is set to change.

Product coverage: Video Games Hardware, Video Games Software.

Data coverage: market sizes (historic and forecasts), company shares, brand shares and distribution data.

Why buy this report?
* Get a detailed picture of the Video Games market;
* Pinpoint growth sectors and identify factors driving change;
* Understand the competitive environment, the market's major players and leading brands;
* Use five-year forecasts to assess how the market is predicted to develop.

Euromonitor International has over 40 years' experience of publishing market research reports, business reference books and online information systems. With offices in London, Chicago, Singapore, Shanghai, Vilnius, Dubai, Cape Town, Santiago, Sydney, Tokyo and Bangalore and a network of over 800 analysts worldwide, Euromonitor International has a unique capability to develop reliable information resources to help drive informed strategic planning.

Video Games in Brazil 
Euromonitor International 
September 2020

List OF CONTENTS AND TABLES 
 
HEADLINES 
PRE-COVID-19 PERFORMANCE 
Gaming achieves mainstream status 
Mobile gaming stands out in software 
Established players come under competitive pressure 
2020 AND BEYOND 
COVID-19 impact 
Affected products within video games 
Recovery and opportunities 
CATEGORY DATA 
Table 1 Sales of Video Games by Category: Value 2014-2019 
Table 2 Sales of Video Games by Category: % Value Growth 2014-2019 
Table 3 NBO Company Shares of Video Games: % Value 2015-2019 
Table 4 LBN Brand Shares of Video Games: % Value 2016-2019 
Table 5 NBO Company Shares of Video Games Hardware: % Value 2015-2019 
Table 6 LBN Brand Shares of Video Games Hardware: % Value 2016-2019 
Table 7 NBO Company Shares of Video Games Software: % Value 2015-2019 
Table 8 Distribution of Video Games by Format: % Value 2014-2019 
Table 9 Distribution of Video Games Hardware by Format: % Value 2014-2019 
Table 10 	Distribution of Video Games Software by Format: % Value 2014-2019 
Table 11 	Distribution of Video Games Software (Physical) by Format: % Value 2014-2019 
Table 12 	Distribution of Video Games Software (Digital) by Format: % Value 2014-2019 
Table 13 	Forecast Sales of Video Games by Category: Value 2019-2024 
Table 14 	Forecast Sales of Video Games by Category: % Value Growth 2019-2024 
EXECUTIVE SUMMARY 
COVID-19 impact on toys and games 
COVID-19 country impact 
Black Friday growing in importance in toys and games 
International players dominate, but locals making more of an impression 
COVID-19 set to leave its mark 
MARKET DATA 
Table 15 Sales of Toys and Games by Category: Value 2014-2019 
Table 16 Sales of Toys and Games by Category: % Value Growth 2014-2019 
Table 17 NBO Company Shares of Toys and Games: % Value 2015-2019 
Table 18 LBN Brand Shares of Toys and Games: % Value 2016-2019 
Table 19 Distribution of Toys and Games by Format: % Value 2014-2019 
Table 20 Forecast Sales of Toys and Games by Category: Value 2019-2024 
Table 21 Forecast Sales of Toys and Games by Category: % Value Growth 2019-2024 
GLOBAL MACROECONOMIC ENVIRONMENT 
GLOBAL INDUSTRY ENVIRONMENT 
DISCLAIMER 
SOURCES 
Summary 1 Research Sources

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This report incorporates the analysis of factors that augments the market growth. Report presents competitive landscape of the global market. This also provides the scope of different segments and applications that can potentially influence the market in the future. The analysis is based on current market trends and historic growth data. It includes detailed market segmentation, regional analysis, and competitive landscape of the industry.
The report efficiently evaluates the current market size and provides industry forecast. The market was valued at xxx Million US$ in 2019, and is expected to grow at a CAGR of xx% during the period 2020-2027.
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