II Census of the Brazilian Digital Games Industry

Special Secretariat for Culture (former Ministry of Culture)
Décrivez les principales caractéristiques de la politique/mesure: 
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.
Quels sont les résultats atteints jusqu’à présent grâce à la mise en œuvre de la politique/mesure ?: 
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.
Ressources financières allouées à la politique/mesure en dollars américains: 
US$ 36.556,00
Partenaires engagés dans la mise en œuvre de la politique/mesure : 
Nom du partenaireType d'entité
Special Secretariat for Culture (then Ministry of Culture)
Secteur public
Secteur public
Homo Ludens Servicos Administrativos Ltda.
Secteur privé
La mise en œuvre de la politique/mesure a-t-elle été évaluée ?: 
Si oui, quelles sont les principales conclusions/recommandations ?: 
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.
Objectif(s) de la Convention 2005 de l'UNESCO
Domaines culturels
Arts numériques
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