A Game Research Brazil (PGB)just released its newest edition, with the 2025 survey on the behavior of digital game consumers. This year, a PGB interviewed about6.282 peoplein Brazil, in 26 states and in the Federal District, between the months of January and February. The study is conducted by SX Group and Go Gamers in partnership with Blend New Research and ESPM. Among the news for 2025, the research brings 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), twoMillennials (between 30 and 44 years old), and other generational cuts, allowing for deeper analyses on 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 about the relationship of the gamer audience with 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 universe of digital games and their purchasing habits
With these developments, the PGB 2025 was able to identify that82,8% of Brazilians claim to consume digital games, 8,9 percentage points more than in 2024 and the highest number and increase ever recorded by the study
For the first time, games of chance appeared in various responses during the research period. Online casinos and betting games, like the 'Little Tiger Game', made their presence felt by attracting an engaged audience, willing to spend and motivated by financial factors, emotional and social, explain Guilherme Camargo, CEO of SX Group and coordinator of the postgraduate program at ESPM
"But precisely because the game is solely focused on luck", and like many of them also appeal to the emotional and financial state of those who 'play', here we seek to understand what really motivates the consumer who seeks this type of entertainment, and the reason he sees luck games similarly to digital games, concludes Camargo
Another factor, according to the research, has a direct relationship with thegame consumption on computersand ofgame subscription services. The increase in household income and the reduction in the unemployment rate contributed to higher entertainment consumption, besides 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 could observe, in practice, how certain economic movements also affected some indicators of the PGB, especially regarding the profile of those who consume digital games, says Carlos Silva, CEO of Go Gamers, founder of PGB. "With an improvement in the purchasing power of the players", we noticed that games now occupy a larger space in the routine of Brazilians, driven by hardware purchases, software, signatures, microtransactions and investments, thus expanding the experience beyond the games.”
The changes in the demographic profile of players were noticeable
- The number ofwomenplaying digital games had aincrease of 2,3%in comparison to last year, arriving at 53,2%of the consumer public of this type of entertainment
- The majority of the gaming audience areMillennials (between 30 and 44 years old), representing 49,4% of the sampling
- A middle classrepresents the majority of players, being44,4% concentrated among the B2 classes, C1 and C2. Meanwhile, there was a drop of 1,8% compared to the previous edition of the PGB
- The higher income classes have grown, with theclass Arepresenting 17,1% of the sampling (+1,2% compared to 2024, andB1with19,3% (7,7% more than last year
- As classes D and Ethey had a significant increase of12,8% in a year, arriving at20,3%of the sampling
- Currently, people who identify as white are the majority of digital game consumers53,9%), while black and brown represent43,9%.
The preferred platform of consumers remains thesmartphone, with 40,8%. However, the number had a decrease of 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%). Making a gender 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% two interviewees claim to play recreational games of chance, indicating a significant presence of this segment in the gaming market. In terms of the frequency with which they bet, 39% they play at leastonce a week, with14,2%playingfour times or more weekly. The vast majority89,9%invest money in these games, given that34,6%spend betweenR$51 and R$200 monthly; 8,6% two who bet spend more thanR$500 per month. The time dedicated to games of chance is also considerable70,2% two players dedicate up to3 hoursper week, while 19,5%they playmore than 3 hours weekly.
"Of course that, by the very name given to these games and the fact that there are microtransactions in them, it is natural that part of the audience also considers casino games as a form of entertainment, and that this is also reflected in the results of the PGB 2025, explain 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 the game as a way to relax. The greatest motivation, however, it's always about making more money 43,9% play for that, 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 games of chance are equivalent to digital games for entertainment. "The only reason for these games to exist is for the person to invest a certain amount of money and hope 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, the motivations that lead someone to bet on these games and to play digital games are different.”
The relationship between parents and children with digital games
This year, Game Brasil Research conducted a refinement of the "Parents and Children" panel to understand how children and teenagers have been relating to and consuming digital games. Through parents who participated in the study, it was identified that the callGeneration Alpha(between 0 and 14 years) already differs in several aspects compared to the previous ones, starting with the use of platforms38,3%they opt for the games inconsole, while the trend among older generations is a preference for smartphones
"We have been following the parent relationship for a few years", children and games, where most parents play with their children and teenagers, creating a culture of digital games in the family environment, affirms Mauro Berimbau, consultant at Go Gamers and professor at ESPM
Among the small ones, 53,6%are aged between10 to 15 years, and21,8% they play among8 and 20 weekly hoursAlmost half of Generation Alpha42,7%plays online 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 news in the digital games ecosystem, concludes Berimbau
The PGB 2025 is already available. To access the complete free report, Click here.