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Brazil Esports Market Overview, 2028

Brazil Esports Market Overview, 2028

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Brazil Esports Market Overview, 2028

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 Overview, 2028, published by Bonafide 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.

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