Sport Games - Brazil

  • Brazil
  • The Sport Games market in Brazil is expected to experience significant growth in the coming years.
  • By 2022, the total revenue in this market is projected to reach €94.34m.
  • This indicates a promising outlook for the industry.
  • Furthermore, it is anticipated that the market will continue to expand at an annual growth rate of 8.94%, resulting in a projected market volume of €148.80m by 2027.
  • This demonstrates the potential for continued success in the Sport Games market sector.
  • In terms of revenue streams, in-app purchases (IAP) are expected to play a significant role.
  • It is projected that in 2022, the revenue generated from in-app purchases in the Sport Games market will reach €19.05m.
  • This highlights the increasing popularity of this monetization method among users.
  • Additionally, paid app revenue is also expected to contribute to the overall revenue in the Sport Games market in Brazil.
  • By 2022, it is projected that paid app revenue will reach €0.21m.
  • This indicates that there is still a demand for premium content in this segment.
  • Advertising revenue is another significant aspect of the Sport Games market.
  • It is anticipated that in 2022, advertising revenue will reach €75.08m.
  • This showcases the potential for brands and advertisers to target the engaged audience within the Sport Games market.
  • The number of downloads in the Sport Games market is projected to reach 292.80m downloads in 2022.
  • This indicates a high level of user engagement and interest in this segment.
  • Moreover, the average revenue per download is expected to amount to €0.32.
  • This metric provides insights into the profitability of each user, indicating the potential for monetization within the Sport Games market.
  • When comparing the Sport Games market globally, it is evident that in the United States generates the most revenue in this sector.
  • In 2022, in the United States is projected to generate €2,756.00m in revenue.
  • This highlights the significant market size and potential within the United States.
  • Overall, the Sport Games market in Brazil is poised for growth and offers opportunities for various revenue streams, including in-app purchases, paid apps, and advertising.
  • The projected revenue numbers indicate a promising future for this market segment in Brazil.

Key regions: Asia, Japan, India, United States, Europe

Comparación de regiones

Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.


Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.


In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year in case market dynamics change.

Visión general

  • Revenue
  • Market Shares
  • Downloads
  • Users
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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