II Census of the Brazilian Digital Games Industry

Where
Brazil
When
2021
Who
Special Secretariat for Culture (former Ministry of Culture)
Describe the main features of the policy/measure: 
The II Census of the Brazilian Digital Games Industry was prepared by a multidisciplinary team, under the Technical Cooperation Agreement signed between the Ministry of Culture, the Brazilian Cooperation Agency, and UNESCO. The survey was carried out from April to August 2018, with the objective of "informing about the evolution of the digital games and games sector in Brazil, updating statistical data and facilitating the design of policies for its development". The first part, Profile of the Brazilian Digital Games Industry, refers to the primary data collection on the Brazilian Digital Games Industry. The second part, Overview of Public Policies for Digital Games in Brazil, discusses the sector's public policies, based on interviews with public managers and agents of the game sector, in addition to secondary data on the subject. The third part discusses the Brazilian Digital Games Market, which brings the view of market players and consolidates secondary data on the Brazilian digital games market.
What are the results achieved so far through the implementation of the policy/measure?: 
The report points out that Brazil, the main market for electronic games in Latin America, has a large number of players, as well as the presence of the main players in the game industry. However, even though the Brazilian industrial dynamics is similar to regions with more mature economies, such as the United States, Europe, and Japan, there are still challenges to overcome in the sector environment (which includes government, academia, and market) so it can function properly. The main bottleneck pointed out is the high tax burden, which restricts public access to this form of entertainment, transforming digital games and consoles into luxury objects. The Brazilian market is gaining increasing importance in the global context, but this occurs as business models and devices for Digital Games develop according to the profile of players in emerging countries, incorporating elements that adapt to income characteristics, infrastructure, and geography.
Financial resources allocated to the policy/measure in USD: 
US$ 36.556,00
Partner(s) engaged in the implementation of the measure: 
Name of partnerType of entity
Special Secretariat for Culture (then Ministry of Culture)
Public Sector
UNESCO
Public Sector
Homo Ludens Servicos Administrativos Ltda.
Private Sector
Has the implementation of the policy/measure been evaluated?: 
YES
If yes, what are the main conclusions/recommendations?: 
Exchange rate instability has a strong impact on the sector. If the Brazilian currency depreciates against the dollar, the industry suffers. The retail chain made up of manufacturers, distributors, sub-distributors, and retailers, is greatly affected by exchange rate fluctuation. As costs are generally linked to the US dollar, the final value for the consumer increases with the rise in the exchange rate. The console suffers one of the biggest impacts, because even when it is manufactured in Brazil, it is necessary to use imported inputs whose cost is indexed, and still pay foreign licenses. Although the eSport has a place in the market, there are challenges to be tackled for it to move forward, such as: 1) the lack of regulations; 2) barriers represented by prejudice; 3) data measuring the results of the sector; 4) incentives to enable it to establish itself as a traditional mainstream sport and reach the public. It is unanimous that the local market is not able to sustain the development of games in Brazil and, therefore, it is fundamental, and healthy for business, to think about the product with a view to a global audience.
Goal(s) of UNESCO's 2005 Convention
Cultural Domain(s)
Media Arts
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