StartNewsPGB 2025: number of players in Brazil reaches 82.8%, and gaming...

PGB 2025: number of players in Brazil reaches 82.8%, and gambling is one of the main factors

A Game Research Brazil (PGB)has just released its newest edition, with the 2025 survey on the behavior of digital game consumers. This year, PGB interviewed approximately6,282 peopleIn Brazil, in 26 states and the Federal District, between January and February. The study is developed by SX Group and Go Gamers in partnership with Blend New Research and ESPM. Among the news for 2025, the research presents three major innovations in its approach:

  • Segmentation by generationsmore precise parameters were implemented to understand the specific behaviors of theGeneration Z(people between 15 and 29 years old), of theMillennials (between 30 and 44 years old), and other generational segments, allowing for more in-depth analyses of consumption, preferences, and gaming habits;
  • Greater detailing of the consumer journeyThe understanding of how games are part of players' routines has been expanded, generating more insights into the relationship between the gaming audience and the products, services, and experiences offered by the market.
  • Refinement of the research "Parents and Children"The PGB now provides more detailed information about children's game consumption, ensuring a more accurate view of how children interact with the digital gaming universe and their purchasing habits;

With these developments, PGB 2025 was able to identify that82.8% of Brazilians claim to consume digital games8.9 percentage points higher than in 2024, and the highest number and increase ever recorded by the study.

For the first time, luck games appeared in several responses during the survey period. "Casinos and online betting games, such as 'Jogo do Tigrinho,' have made their presence felt by attracting an engaged audience willing to spend and motivated by financial, emotional, and social factors," explains Guilherme Camargo, CEO of SX Group and coordinator of ESPM's postgraduate program.

"But precisely because the game is solely focused on luck, and since many of them also appeal to the emotional and financial state of those who 'play,' here we seek to understand what truly motivates the consumer who seeks this type of entertainment, and why they see luck-based games similarly to digital games," concludes Camargo.

Another factor, according to the research, is directly related to thegame consumption on computersand ofgame subscription servicesThe increase in household income and the reduction in the unemployment rate contributed to higher entertainment consumption, in addition to the fact that computer sales surged in 2024.

The PGB also brings the data that88,8% two intervieweesthey consider digital games one of their main forms of entertainment, given that80.1% consider games the main way to have fun.

Player profiles

This year, we observed in practice how certain economic movements also affected some of PGB's indicators, especially regarding the profile of those who consume digital games, says Carlos Silva, CEO of Go Gamers, the creator of PGB. With an increase in players' purchasing power, we notice that games now occupy a larger space in Brazilians' routines, driven by purchases of hardware, software, subscriptions, microtransactions, and investments, thereby expanding the experience beyond just gaming.

The changes in the demographic profile of players were noticeable

  • The number ofwomenplaying digital games had aincrease of 2.3%compared to last year, reaching 53,2%the target audience for this type of entertainment;
  • The majority of the gaming audience areMillennials (between 30 and 44 years old), representing 49.4% of the sample;
  • middle classrepresents most of the players, being44,4% concentrated among classes B2, C1, and C2. Meanwhile, there was a 1.8% decrease compared to the previous edition of the PGB;
  • The higher-income classes grew, with theclass Arepresenting 17,1% from the sampling (+1.2% compared to 2024), and theB1with19,3%(7.7% more than last year);
  • As classes D and Ethey had a significant increase of12,8% in one year, reaching20,3%of sampling;
  • Currently, people who identify as white are the majority of digital game consumers.53,9%), while black and brown represent43,9%.

The preferred platform of consumers remains thesmartphone, with 40.8%However, the number decreased by 8 percentage points compared to the previous edition. At the same time, the preference forconsolethere was an increase of 3 percentage points (reaching 24.7%); and thecomputer, of 5.5 points (reaching 20.3%). Performing a gender-based cut,womenthey continue to be the majority of game consumers forsmartphone, representing48,4%, and the men,32,2%. Meanwhile,menthey follow as the majority amongthose who consider themselves gamers, in addition to showing a preference for playing on thecomputer (36,1%).

Games of chance and their impact on the consumption of digital games

The numbers are quite significant38,2% both interviewees state that they play recreational luck-based games, indicating a significant presence of this segment in the gaming market. In terms of how often they place bets,39% they play at leastonce a week, with14,2%playingfour times or more weeklyThe vast majority (89,9%) invests money in these games, given that34,6%spend betweenR$51 and R$200 monthly8,6% two who bet spend more thanR$500 per monthThe time spent on gambling is also considerable:70,2% two players dedicate up to3 hoursper week, while 19,5%they playmore than 3 hours weekly.

Of course, given the name itself of these games and the fact that there are microtransactions involved, it is natural that part of the audience also considers casino games as entertainment, and that this is also reflected in the results of PGB 2025, explains Guilherme Camargo.

The motivational factor that this type of game causes in the audience was also raised. About 30.4% seek the thrill of victory, and 29% use gaming as a way to relax. The main motivation, however, is always to earn more money (43.9% play for this), and 24.7% see betting on these games as "an investment to improve income."

According to Carlos Silva, it is not possible to say that gambling games are equivalent to digital games for entertainment. "The only reason these games exist is for the player to invest a certain amount of money and expect to receive more than they spent, with an entertainment bias. Digital games are not just about money transactions; there is something much greater in them in terms of narrative construction, characters, and others – microtransactions are part of the experience, and the motivations that lead someone to bet on these games and play digital games are different."

The relationship between parents and children with digital games

This year, Pesquisa Game Brasil refined the "Parents and Children" panel to understand how children and adolescents have been interacting with and consuming digital games. Through parents who participated in the study, it was identified that the so-calledGeneration Alpha(between 0 and 14 years old) already differs in several aspects compared to previous ones, starting with the use of platforms:38,3%they opt for the games inconsole,while the trend among older generations is the preference for smartphones.

"We have been observing for several years the relationship between parents, children, and games, where most parents play with their children and teenagers, creating a culture of digital gaming in the family environment," says Mauro Berimbau, Go Gamers consultant and ESPM professor.

Among the little ones,53,6%are aged between10 to 15 years, and21,8% they play among8 and 20 hours per week.Almost half of Generation Alpha42,7%I do online yoga every day, and19,2% they claim to have spentbetween R$ 101 and R$ 300 on games in the last year.

"Generation Alpha already has contact with digital games from a very early age, being active, engaged, and keeping up with the latest in the digital gaming ecosystem," concludes Berimbau.

The PGB 2025 is now available. To access the full free report,Click here.

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