If you purchase this report now and we update it in new 100 days, get it free!
List of Figures
Figure 1: Brazil Esports Market Size By Value (2017, 2022 & 2028F) (in USD Billion)
Figure 2: Market Attractiveness Index, By Revenue Streams
Figure 3: Market Attractiveness Index, By Device Type
Figure 4: Market Attractiveness Index, By Device Type
Figure 5: Porter's Five Forces of Brazil Esports Market
List of Table
Table 1: Brazil Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 2: Brazil Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 3: Brazil Esports Market Size of Revenue Streams (2017 to 2028) in USD Billion
Table 4: Brazil Esports Market Size of Media Rights (2017 to 2028) in USD Billion
Table 5: Brazil Esports Market Size of Merchandise & Tickets (2017 to 2028) in USD Billion
Table 6: Brazil Esports Market Size of Publisher Fees (2017 to 2028) in USD Billion
Table 7: Brazil Esports Market Size of Digital (2017 to 2028) in USD Billion
Table 8: Brazil Esports Market Size of Streaming (2017 to 2028) in USD Billion
Table 9: Brazil Esports Market Size of Mobile (2017 to 2028) in USD Billion
Table 10: Brazil Esports Market Size of PC (2017 to 2028) in USD Billion
Table 11: Brazil Esports Market Size of Gaming Device (2017 to 2028) in USD Billion
Table 12: Brazil Esports Market Size of Others (2017 to 2028) in USD Billion
Safe and Secure SSl Encryption
Licensing options
1950
USD
You can select one of these options upon checking out
Allows one individual to access the purchased report
Allows up to five individuals to access the purchased report
Allows all employees of an organization to access the purchased report. Internal sharing only
Allows all employees of an organization to access the purchased report. It also permits the use of up to 4 paragraphs or 1 page of the report externally in whitepapers, press releases, and marketing collateral
Toll-free +44 800 1026595
Email us on:- sales@actualmarketresearch.com
Our analysts and industry experts will work directly with you to understand your requirements and provide you with customized data in a short amount of time.
We offer $1000 worth of FREE customization at the time of purchase
80% of the clinet request tailor made solution, how can we help you?
Avail customized purchase options to meet your exact research needs:
Order Placed (09 December, 2023)
Notify To Team (09 December, 2023)
Report updation (10 December, 2023)
Report Quality Check (10 December, 2023)
Report Dispatch (11 December, 2023)
Hard Copy
READY TO MIX MARKET HAS HELPED US TO UNDERSTAND PRODUCT, PRICE & VARIENTS OF ALL THE COMPETITION INCLUDING SMALL STARTUPS/REGIONAL PLAYERS.
CEO
ASHISH ARORA
BEING A STARTUP WE WERE NOT AWARE ABOUT E-COMMERCE LOGISTICS, THE REPORT HAS RESOLVED ALL OUR QUERIES. THE TEAM HAVE IN DEPTH KNOWLEDGE OF LOGISTICS. REMARKABLE!!
EXECUTIVE DIRECTOR
RAHUL ROY
THE REPORT WAS GOOD FOR OUR STUDY, I WOULD STRONGLY RECOMMEND ACTUAL MARKET RESEARCH. A VERY CUSTOMER CENTRIC AND APPROACHABLE TEAM.
SALES DIRECTOR
ARJUN PRASAD
THE COMPANY WHICH THOROUGHLY UNDERSTANDS INDIAN CONSUMER AND INDIAN MARKET. WE ARE REALLY HAPPY TO WORK WITH ACTUAL MARKET RESEARCH
President
MANISH VERMA
ACTUAL MARKET RESEARCH DID AN OUTSTANDING WORK ON GLOBAL HAND SANITIZER PROJECT. IT WAS INDEED A COMPREHENSIVE REPORT THAT GAVE US REVENUE IMPACTING SOLUTION ENABLING US TO PLAN THE RIGHT MOVE.
MARKETING DIRECTOR
BALRAJ BHANOT
THE STUDY DONE BY ACTUAL MARKET RESEARCH WAS CUSTOMIZED WITH ALL OUR NEEDS. WE WERE EXTREMELY IMPRESSED BY THE SIMPLE BUT COMPREHENSIVE PRESENTATION OF THE STUDY AND THE QUALITY OF WORK DONE.
PRODUCT MANAGER
MATTHEW
I’M GLAD I DECIDED TO WORK WITH YOU. THANKFUL TO THE TEAM FOR THE AMAZING COORDINATION, IT WAS INDEED A GOOD EXPERIENCE, WOULD DEFINITELY RECOMMEND AND COME BACK FOR FUTURE PROSPECTS.
ASSOCIATE DIRECTOR
TONNY WOOD
The Brazilian eSports gaming market is the largest in South America and the 10th largest in the world. According to our research, around 84.5% of players use Android smart phones and tablets, and around 15.3% of payers use iOS. More and more young players are viewing esports and gaming as an escape from poverty, resulting in a booming ecosystem that is increasingly appealing to teams and sponsors alike. There are also established leagues in almost every notable esports title: Rainbow Six, CS:GO, League of Legends, Wild Rift, Free Fire, Mobile Legends: Bang Bang, and others. Brazil is a country in which mobile gaming is flourishing, but there are also a number of notable tournaments in PC games. Prior to the pandemic, Brazil was also known for hosting important stops on major tournament circuits, such as the ESL One in Belo Horizonte. There are some notable tournaments and leagues, including Campeonato Brasileiro de League of Legends (CBLoL), Campeonato Brasileiro de Rainbow Six: Siege (RSS), Circuito Brasileiro de Counter-Strike (CBCS), Free Fire Pro League Brazil (LBFF), MPL Brazil, RedZone Pro League, Wild Tour Brazil, and many more. There are some notable esports organisations such as Vivo Keyd, Red Canids Kalunga, paiN Gaming, MIBR, LOUD, Los Grandes, INTZ, FURIA, Fluxo, Black Dragons and others. The national associations are the Brazilian Confederation of Electronic Sports (CBDEL) and the Confederaço Brasileira de Games eEsports (CBGE). According to the research report "Brazil eSports Market Research Report, 2028," published by Actual Market Research, the market is expected to add USD 64.25 million by 2028. Streaming is expected to dominate the segment share during the forecast period. The growing emphasis on fan engagement is likely to fuel demand for live sports events. Furthermore, the rise in smart phone users is expected to fuel demand for live sports tournaments. Media rights are making a significant contribution to the country's esports industry. Fans can now track live esports activity across the country thanks to easy access to communication technology. Media companies pay exorbitant fees to win the exclusive right to broadcast the live streaming of major sporting events. In recent years, the sale of broadcasting and media rights has been the most important source of revenue for most esports organizers. The revenue generated by the sale of media rights is used to fund major sporting events, renovate stadiums, and contribute to the grassroots development of esports. During the forecast period, sponsorship is expected to grow rapidly, followed by advertising. As the number of viewers grows, the sponsoring team invests in the platform to strengthen its brand image. Similarly, various gaming platforms include in-app advertisements to boost revenue generation. Esports is not considered equal to other sports in Brazil on a federal level, as there is no official federal law, that is dedicated to esports and esports athletes. However, efforts at legislation have been ongoing since 2017. A law that is being discussed faces a number of obstacles, such as the fact that those Brazilian states have their own competencies and their own say in how esports legislation is applied. Public pressure amid criticisms of the federal law prevented it from passing in 2019. However, several states have introduced their own legislation in lieu of the proposed federal law, namely in the states of Paraba and Paraná. Legislation categorising video games as skill-based games, a distinction that legally separates them from gambling, has passed the lower house of Brazil’s legislature and is currently awaiting approval from the Senate. Brazil has also been standing out in the global eSports scenario. The country already has one of the largest base of eSports players in the world and has become the host of important international competitions. This means that brands that invest in the gaming and eSports industries in Brazil will have access to a young and highly engaged audience. Investing in the sponsorship of eSports teams, projects, and events, as well as developing gaming-related products and services, can be great ways to connect with young audiences and take advantage of the growth of the gaming and eSports industries in Brazil. The eSports industry in Brazil is growing every day and already has some of the main teams in the world. One of them is Furia ESports, which is one of the most successful teams in the country and has already won titles in international Counter-Strike: Global Offensive competitions. Another outstanding team is paiN gaming, which is also one of the most traditional in the eSports scene in Brazil. Pain has already been the champion of several gaming competitions, such as Dota 2 and League of Legends. These are just some of the Brazilian eSports teams that have been standing out on the global stage. With community support and growing public interest, Brazil has great potential to become a major player in the world of eSports. Despite all this, eSports still faces some challenges in Brazil, such as the lack of, or better yet, the forced attempt to implement regulation and the lack of adequate infrastructure in some regions. Los Academy is a streaming and esports education project that seeks to help players and streamers improve their talents, with Los Grandes founder Rodrigo "El Gato" Fernandes on board. Neverest Esports, which used to host professional rosters, switched its focus to creating an educational project in 2021. It created a library of educational videos for aspiring athletes and runs the Neverest Experience tournament circuit to help select and sign future talent for the organization.Similarly, AfroGames is a social project in partnership with the NGO AfroReggae. It provides courses in computing and English to young people from poor neighbourhoods in Brazil and has signed a professional League of Legends roster made up of graduates of its courses. ESports is a fast-growing market within the world of gaming, mainly driven by increasing digitalization, the growing use of smart phones, and rising awareness of gaming. Faster and better technology is opening up new opportunities, and the COVID-19 pandemic has been fuelling the demand for eSports. The market is expected to grow steadily due to the formation of more teams, tournaments, and companies, creating a wide-reaching platform for sponsorship and advertisement. Due to the rising number of live-stream viewers and greater profitability, both the prize money from tournaments and the amount of money invested in different teams are projected to increase. Health and addiction concerns for eSports impede the market's growth gamers may experience metabolic disorders resulting from light-emitting diode computer monitors and psychological problems related to gambling addiction and social behaviour disorders. The health effects of electronic sports players have been studied, and it was discovered that they are more likely to suffer musculoskeletal injuries in the back, neck, and upper extremities. In addition, spending excessive time in front of a computer monitor can cause metabolic disorders. Most of these issues arise from sedentary lifestyles and poor posture, which are common among these players. Further, the introduction of electronic sports college scholarships is also another concern, as youngsters can now justify their overuse of games as being the next electronic sports stars, even when in reality the chances of being one are extremely low. Considered in this report • Geography: Brazil • Historic year: 2017 • Base year: 2022 • Estimated year: 2023 • Forecast year: 2028 Aspects covered in this report • Brazil esports market with its value and forecast along with its segments • Various drivers and challenges • On-going trends and developments • Top profiled companies • Strategic recommendation By Revenue Streams: • Sponsorship • Media Rights • Merchandise & Tickets • Publisher Fees • Digital • Streaming By Device Type: • Mobile (Smartphone, Tablet) • PC (Laptop, Desktop) • Gaming Device (Console, Handheld Devices) • Other (VR, Smart TV, etc.) The approach of the report: This report consists of a combined approach of primary as well as secondary research. Initially, secondary research was used to get an understanding of the market and list out the companies that are present in the market. The secondary research consists of third-party sources such as press releases, and annual reports of companies, analyzing the government-generated reports and databases. After gathering the data from secondary sources primary research was conducted by making telephonic interviews with the leading players about how the market is functioning and then conducting trade calls with dealers and distributors of the market. Post this we have started doing primary calls to consumers by equally segmenting consumers into regional aspects, tier aspects, age groups, and gender. Once we have primary data with us we started verifying the details obtained from secondary sources. Intended audience This report can be useful to industry consultants, manufacturers, suppliers, associations & organizations related to the esports industry, government bodies, and other stakeholders to align their market-centric strategies. In addition to marketing & presentations, it will also increase competitive knowledge about the industry.
Read More