The ninth edition of the Game Brazil Survey (PGB), an annual study on the electronic game market in the country, indicated that approximately 3 out of 4 Brazilians play electronic games. This represents an increase of 2.5% compared to 2021, reaching an all-time high with 74.5% of the population playing in 2022.
The national public’s consumption of electronic games is even more consolidated when one considers that, for 76.5% of players, electronic games are the main form of entertainment.
This number points to continuous growth: 57.1% in 2020 and 68% in 2021, totaling an increase of 8.5% in this 9th edition. This year, the survey by Sioux Group and Go Gamers in partnership with Blend New Research and ESPM interviewed 13,051 people in 26 states and the Federal District between February 11 and March 7.
Brazilian player profile
Women appear again as the majority among the electronic game audience. In this edition, they correspond to 51% of the population that likes games. Regarding the age group, people between 20 and 24 years old are the majority, adding up to 25.5%. But the difference between the bands is quite balanced: teenagers aged 16 to 19 are 17.7%, for example, and people aged 25 to 29, 13.6%.
Most of the public identifies as brown or black (49.4%, in total), followed by people who declare themselves white (46.6%). In the context of social class, most belong to the 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%.
Mastery of current affairs: eSports, NFT and metaverse
According to PGB 2022, eSports are now known to 81.2% of gamers in Brazil – an increase of 32.8% compared to the last edition. One of the most talked about topics in 2022, NFTs (Non-Fungible Tokens) are a novelty in this field. A little more than half of Brazilian gamers (50.8%) still do not know about these items. Among those who know this concept, 32.1% have NFTs.
The ‘metaverse’ is more popular among national players, being recognized by 63.8%. There is still a significant part of players in favor of actions aimed at the metaverse concept. Almost 60% of the community approves of social events inserted in games, such as watching movies within a game, while 51.7% like brands that relate to games.