The gaming market is expanding in all parts of the country



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The information is highlighted by the 2nd census of the digital games industry in Brazil

The gaming market has developed in the five regions of the country, according to preliminary data from the 2nd census of the Brazilian digital games industry. From 2013 to 2018, the number of game development studios in Brazil increased from 142 to 375. The study of the company Homo Ludens was presented Thursday (28) by the Ministry of Culture (MinC) at the 2018 edition of the Brazil Independent Games Festival (BIG Festival), in São Paulo.

According to the survey, only in the last two years were produced 1,718 games in the country, 43% of the games were produced in the country, among them, 24% for computers, 10% for virtual reality and virtual reality platforms, and 5% for video game consoles. In this universe, there were 874 educational games and 785 entertainment games.

The Minister of Culture, Sérgio Sá Leitão, emphasized that the census will subsidize the creation of public policies aimed at the gaming sector. "This survey is fundamental for us to better understand the market of the game in Brazil.

Regionality, gender and race

Compared to the first census, conducted in 2013, we will be able to develop supportive policies and support for the needs of this sector, which has huge potential for growth "The National Bank for Economic and Social Development (BNDES) has also increased the number of studios producing games by region in Brazil. Comparatively, the northern region has increased the most, from 2 to 10 (400% growth). The Southeast increased from 77 to 196 the number of companies. In contrast, the Northeast, Central West and South regions increased from 20 to 61, from 8 to 31 and from 35 to 77 studios, respectively.

Brazil is one of the countries where the gaming industry is the most developed in the world, but in terms of gender and race, gambling businesses are still predominantly male environments, according to the study. However, compared to 2013, the number of women in the industry has tripled, accounting for 20.7% of employees today. Research has also demonstrated the need to invest in affirmative policies of race and gender diversity. Of the 2,731 workers in the industry, only 273 are black, 24 are aboriginal and 12 are trans people. Only eight studios have Afro-descendant women as partners.

Another figure raised by the census refers to the origin of digital game development companies. In 34.6% of cases, studios were created after identifying a business opportunity. About 32% were created from the union of people who were already working in the same company or even in the informal sector. And 32.5% are companies originating from the development of a gambling project.

Mobile devices, mobile phones and tablets remain the most used platforms for the creation of digital games, with 61% of preference. The second platform for which most companies develop games is what are known as "stand-alone" computers – which are not connected to the Internet or any other type of network connection.

Market

Billing in the year 2017 of gaming companies was also evaluated by the second census. Of the national companies, 71.2% charge up to 81 000 reais and only 0.3% have incomes above 100 million reais per year. Regarding exports, about 46% of Brazilian studios have no connection with other countries. However, 29.6% of the companies reported having clients abroad. Game sales represent 34.6% of studio profits and sales within games account for 17.5% of revenue earned.

The professional qualification of the staff was also badyzed by the research team. The percentage of bilingual people in businesses is currently 63.3%. Just over 47% have material in English and 43% have developed games in another language.

The measures taken by the federal government to develop the gaming industry are known and used by 45.5% of Brazilian companies. Nearly 30% of companies are aware of the actions, but do not benefit from them. And 18.2% of the studios said they did not have a thorough knowledge of government policies for the sector. More than half, or about 52%, indicated that they intended to participate in government-issued notices for the gaming zone.

In the self-employed professional activities of the industry, the five areas that focus the most workers are those of game design, art, project management, animation and quality control. Game programming accounts for 30% is the main source of income for professionals and 82% earn on average R $ 1,908.

Big Festival

Presented since 2012, BIG Festival is the most important independent gaming festival of Latin America. With the competition between national and international games, the event features selected game shows, an awards ceremony, lectures and business tours. Only last year, the BIG recorded the visit of 20 people, among the 3,500 participated in conferences and 1,600 rounds of business. (Ascom / Minc)

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