103M
2026 Overview

Brazil has
103 million
gamers.

A market worth R$12 billion a year. A new law. And a window of opportunity that demands legal structure before it can be seized.

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Numbers that change
the conversation around
the creative industry.

PGB 2026, Abragames, and global industry data show a market maturing at an accelerated pace.

103M
Active players
Top 5 worldwide. The consumer is already here.
PGB 2026
US$ 197B
Global market in 2025
Grew 7.5 percentage points during the year.
Valor Econômico, Dec/2025
US$ 2.6B
Estimated Brazilian revenue
Top 10 worldwide, but still modest in original IP production.
Abragames / MinC, 2026
82.8%
Of the population plays
Games lead entertainment in Brazil.
PGB 2026
36.5%
Gen Z, the majority for the 1st time
Longer sessions, stronger gamer identity, greater willingness to pay.
PGB 2026
86.7%
Games as the main entertainment
Games no longer compete with film and music. They lead.
PGB 2026

End of legal limbo.
Law 14.852/2024.

Until 2024, a Brazilian game wasn't clearly a cultural product, software, or audiovisual work. That gap created uncertainty around funding, taxation, and IP protection. The new framework changes this by recognizing games as interactive audiovisual works and opening access to instruments that were previously unavailable.

Access to the Rouanet Law
Cultural game projects can raise funds through tax incentives covering up to 100% of taxes owed. Normative Instruction MinC 23/2025 already updated the limits for finished games and prototypes.
IP at INPI
Games are now included among the registrable assets under the Industrial Property Law. INPI, Brazil's patent and trademark office, received explicit authority to grant registrations in the sector.
R&D and innovation
Game development is now recognized as technological research and innovation, opening access to Finep, BNDES, and other public funding instruments.
Simplified tax regimes
Game professionals are now included under Brazil's MEI and Simples Nacional simplified tax regimes, cutting red tape and professionalizing the production chain.
What's still missing
The law defines the what. The GTI Games task force (MinC Ordinance 260/2026) is defining the how: a dedicated industry classification code, a sector fund, tax incentives, and targeted funding are all still being regulated.
PGB 2026 / Platforms

Three markets
inside
one market.

Mass reach
Smartphone
The entry point. After the 2025 boom, it's settling into a new normal.
Top titles
Free FireCandy CrushRoblox
2-4h
per week
23.7%
Growth
PC
Deliberate consumption. Players migrate here from mobile in search of deeper experiences.
Top titles
League of LegendsMinecraftCounter-Strike
8-20h
per week
27.1%
Legitimacy
Console
High symbolic value. Associated with upper-income classes and a sense of belonging to gamer culture.
Top titles
GTAEA Sports FCResident Evil
8-20h
per week
27.4%

The consumer
isn't anti-AI.
They're anti-opacity.

Four signs of where the industry's next legal conflicts will emerge.

45.7%
Worried about AI and creative work
The debate already playing out in American and European courts will reach Brazil. Contracts need to be ready before it does.
PGB 2026
39.6%
Worried about copyright and AI
AI clauses in development contracts have stopped being a precaution and become a necessity.
PGB 2026
39.3%
Would buy a game made with AI
The willingness to pay is there. Transparency about the creative process is becoming a standard contract clause.
PGB 2026
34.5%
Fear losing access to what they bought
Consumers are questioning the digital licensing model. Contracts need to address this clearly.
PGB 2026
Ecosystem references

Studios proving
that it's
possible.

São Paulo, 2011
Wildlife Studios
Reached unicorn status in 2019 with backing from Benchmark Capital. More than 60 games and billions of downloads worldwide. A scalable portfolio model.
Owned IPUnicornMobile
Porto Alegre, 2023
Aquiris x Epic Games
Acquired by Epic in 2023, the company's first studio in Latin America. Horizon Chase used Apple Arcade as a platform for scale.
International acquisitionOwned IP
São Paulo
JoyMasher
A two-person dev couple with no outside investment. Blazing Chrome was published by The Arcade Crew and reached Switch, PS4, and PC. A sustainable niche with a loyal global audience.
IndieInternational publisher
Belo Horizonte
Long Hat House / Dandara
Published by Raw Fury, the Swedish label behind Kingdom and Night Call. Brazilian cultural IP with genuine international reach.
Raw FuryBrazilian cultural IP

The Brazilian gamer
doesn't fit
a single profile.

Women are the majority. Gen Z has taken the lead for the first time. Middle-income classes dominate by volume. Whoever builds IP with this audience holds more negotiating power with international publishers today than at any other point in the Brazilian industry's history.

Gender
Women52.8%
Men47.2%
Generation
Gen Z (ages 16-29)36.5%
Millennials (ages 30-44)33.7%
Social class
Classes B2, C1, and C254.9%
Race / Color
Black or mixed-race (Pardo)54.2%
White43.5%
Next step

The window is open.
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Contracts and intellectual property for creators, studios, and companies in the creative industry, in Brazil and abroad.

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Sources and references
MinC / SAV: Marco Legal dos Games (2026, in Portuguese) Pesquisa Game Brasil 2026 / SX Group / Go Gamers / Blend New Research / ESPM (in Portuguese) Zambon; Pessotto. Oportunidades de Desenvolvimento após o Marco Legal de Games. MinC, 2026 (in Portuguese) Valor Econômico: Setor de jogos deve ter faturamento de US$ 197 bi em 2025, Dez/2025 (in Portuguese) Abragames / Declarações de Raquel Gontijo, diretora institucional (in Portuguese)