Brazilian Amaioria (66.3%) Plays electronic games. Among the main gaming platforms are smartphone (83%), videogame (48.5%) and notebook (42.6%). In addition, practicality (29.2%), always have in hands (28.1%), possibility of playing anywhere (27.8%), accessibility (21.0%) and image quality (17.6%) are items fetched by consumers on digital gaming platforms.

The data are from the sixth edition of the Research Game Brasil (PGB), held in February of this 2019 with 5,110 people. The research considers gamers who have the habit of playing digital games, regardless of game style, frequency throughout the week, duration of matches and knowledge about games, software and hardware.

According to the study, the main public of videogames are men of class A or B of up to 34 years, hardcore gamers. Among the casual gamers, those who do not consider themselves avid players, are women from 25 to 34 years old.

PGB also mapped the knowledge of Brazilian players in E-Sports: 60.3% affirmed to know the modality; Of this number, 48% practice. With regard to consumer spaces, 60.6% of the hardcore audience accompanies matches on YouTube, leaving behind Facebook (38.4%), pay TV (34%) and Twitch (21.2%).

The practice of consuming games, according to the study, is conveed to other activities: watching TV (48.3%), listening to music (41%), surfing the Internet (23.5%), eating (23.5%) and drinking (23.3%). Hardcore gamers usually consume more food than casual gamers like soft drinks (39%), snacks (38.1%) and juices (35.7%). Among this first category of gamers, 15.9% do not consume streaming videos.

The survey still shows that 41.3% of parents disagree — totally or partially — that digital games lead to aggressive behavior. Among parent gamers, 41.6% agree — totally or partially — that games can disrupt the learning of their children.

In Latin America, 52.6% have the custom of playing video games, regardless of the platform. Among the players, 50.3% are men and 49.7% are women. In this region, the smartphone stood out as the main gaming platform, with 81% — in front of video games (33.3%) and tablet (19.8%).


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