Entertainment - Brazil

  • Brazil
  • The Entertainment market in Brazil is expected to witness significant growth in the coming years.
  • According to projections, the total revenue in this market is estimated to reach €0.54bn in 2022.
  • This indicates a promising market potential for the country's entertainment industry.
  • Moreover, the Entertainment market in Brazil is anticipated to experience a steady annual growth rate of 8.87% from 2022 to 2027.
  • This growth trajectory is expected to result in a projected market volume of €0.80bn by 2027.
  • These numbers highlight the positive outlook for the entertainment sector in Brazil.
  • When examining specific revenue streams within the Entertainment market, it is projected that in-app purchases (IAP) will contribute significantly.
  • In 2022, IAP revenue is expected to reach €140.90m.
  • Additionally, paid app revenue is projected to reach €0.15m in the same year.
  • These figures demonstrate the potential profitability of mobile applications within the entertainment sector.
  • Furthermore, advertising revenue is expected to play a substantial role in the growth of the Entertainment market in Brazil.
  • Projections indicate that advertising revenue will reach €395.20m in 2022.
  • This suggests a strong demand for advertising opportunities within the entertainment industry.
  • In terms of user engagement, the number of downloads in the Entertainment market is projected to reach 0.76bn downloads in 2022.
  • This indicates a high level of interest and engagement with entertainment content among consumers in Brazil.
  • Lastly, it is interesting to note that when compared globally, in China leads in revenue generation within the Entertainment market.
  • In 2022, in China is projected to generate €11,520.00m in revenue, highlighting its dominant position in the global entertainment industry.
  • Overall, the Entertainment market in Brazil is poised for growth, with various revenue streams contributing to its success.
  • The projected numbers and global comparisons emphasize the country's potential as a significant player in the entertainment sector.

Key regions: United States, India, Germany, China, South Korea

 
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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.

Methodology

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.

Forecasts:

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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