{"id":7413,"date":"2021-06-01T11:15:36","date_gmt":"2021-06-01T14:15:36","guid":{"rendered":"https:\/\/www.pqn.com.br\/portal\/?p=7413"},"modified":"2021-06-01T11:15:36","modified_gmt":"2021-06-01T14:15:36","slug":"segmento-de-games-cresce-12-na-pandemia","status":"publish","type":"post","link":"https:\/\/pqn.com.br\/portal\/segmento-de-games-cresce-12-na-pandemia\/","title":{"rendered":"Segmento de games cresce 12% na pandemia"},"content":{"rendered":"<figure id=\"attachment_7414\" aria-describedby=\"caption-attachment-7414\" style=\"width: 600px\" class=\"wp-caption alignleft\"><img  title=\"\" loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-7414\" src=\"https:\/\/www.pqn.com.br\/portal\/wp-content\/uploads\/2021\/06\/game.jpg\"  alt=\"game Segmento de games cresce 12% na pandemia\"  width=\"600\" height=\"338\" srcset=\"https:\/\/pqn.com.br\/portal\/wp-content\/uploads\/2021\/06\/game.jpg 600w, https:\/\/pqn.com.br\/portal\/wp-content\/uploads\/2021\/06\/game-300x169.jpg 300w\" sizes=\"auto, (max-width: 600px) 100vw, 600px\" \/><figcaption id=\"caption-attachment-7414\" class=\"wp-caption-text\">Divulga\u00e7\u00e3o<\/figcaption><\/figure>\n<p>De acordo com pesquisas da consultoria SuperData, bra\u00e7o de intelig\u00eancia da Nielsen &amp; Company, uma das gigantes da ind\u00fastria de entretenimento, o segmento de *games cresceu 12% durante a pandemia*, movimentando *126 bilh\u00f5es de d\u00f3lares* e expandindo de vez a cultura gamer pelo pa\u00eds.<\/p>\n<p>Os jogos eletr\u00f4nicos tiveram uma expans\u00e3o significativa durante a pandemia. Em 2020, o setor de games cresceu 20% e movimentou US $165,9 bilh\u00f5es mundialmente, ou 60% mais que o volume das ind\u00fastrias de cinema e m\u00fasica juntas.<\/p>\n<p>No Brasil, de acordo com a firma de pesquisas Newzoo, o mercado de games faturou US $1,6 bilh\u00e3o em 2019. As cifras de 2020 ainda n\u00e3o est\u00e3o dispon\u00edveis. Mas a pesquisa Game Brasil 2021, que analisa o comportamento e o perfil dos usu\u00e1rios, d\u00e1 algumas pistas: 76% dos entrevistados disseram ter jogado mais no ano passado e 42% afirmaram ter gasto mais.<\/p>\n<p>Outro dado, da consultoria Newzoo apontou a perspectiva para o mercado. Segundo o estudo, at\u00e9 2023 o faturamento do segmento de jogos no mundo deve alcan\u00e7ar 200 bilh\u00f5es de d\u00f3lares. S\u00f3 em mar\u00e7o de 2020, o aumento das vendas passou de 4% a 14%.\u00a0No ano passado, o mercado mundial quebrou seu pr\u00f3prio recorde, movimentando 11 bilh\u00f5es de d\u00f3lares em novembro de 2020, 15% a mais do que arrecadou no mesmo per\u00edodo do ano anterior.<\/p>\n<p>Para se ter uma ideia, recentemente conglomerados da tecnologia como o Google, Amazon e Apple lan\u00e7aram novas plataformas e aplicaram bilh\u00f5es no mercado gamer, de olho na mudan\u00e7a estrutural do que o consumidor procura para passar o tempo, uma vez que os jogos s\u00e3o acess\u00edveis e apresentam bom custo benef\u00edcio.<\/p>\n<p>O document\u00e1rio &#8220;Al\u00e9m dos Games&#8221; menciona 500 mil transmiss\u00f5es ao vivo pela internet no mundo, atingindo um p\u00fablico de 15 milh\u00f5es de jogadores pelo planeta.\u00a0H\u00e1 inclusive a divis\u00e3o entre jogadores hardcore, aqueles que se dedicam ao m\u00e1ximo aos jogos, at\u00e9 mesmo profissionalmente, e aqueles que buscam uma distra\u00e7\u00e3o moment\u00e2nea. Atualmente, muitos eventos gamers transferiram-se totalmente para o mundo digital, j\u00e1 que a pandemia impossibilitou a realiza\u00e7\u00e3o de grandes eventos presenciais.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>De acordo com pesquisas da consultoria SuperData, bra\u00e7o de intelig\u00eancia da Nielsen &amp; Company, uma das gigantes da ind\u00fastria de entretenimento, o segmento de *games cresceu 12% durante a pandemia*, movimentando *126 bilh\u00f5es de d\u00f3lares* e expandindo de vez a cultura gamer pelo pa\u00eds. Os jogos eletr\u00f4nicos tiveram uma expans\u00e3o significativa durante a pandemia. Em [&hellip;]<\/p>\n","protected":false},"author":4,"featured_media":7414,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[96],"tags":[8712,8711,6849,48,8710,3126,6962,8709,975,8707,8708],"class_list":["post-7413","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-destaques","tag-alem-dos-games","tag-amazon","tag-apple","tag-capa","tag-cultura-gamer","tag-google","tag-newzoo","tag-nielsen-company","tag-pandemia","tag-segmento-de-games","tag-superdata"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.1 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Segmento de games cresce 12% na pandemia - Portal Antigo PQN<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/pqn.com.br\/portal\/segmento-de-games-cresce-12-na-pandemia\/\" \/>\n<meta property=\"og:locale\" content=\"pt_BR\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Segmento de games cresce 12% na pandemia - Portal Antigo PQN\" \/>\n<meta property=\"og:description\" content=\"De acordo com pesquisas da consultoria SuperData, bra\u00e7o de intelig\u00eancia da Nielsen &amp; Company, uma das gigantes da ind\u00fastria de entretenimento, o segmento de *games cresceu 12% durante a pandemia*, movimentando *126 bilh\u00f5es de d\u00f3lares* e expandindo de vez a cultura gamer pelo pa\u00eds. Os jogos eletr\u00f4nicos tiveram uma expans\u00e3o significativa durante a pandemia. 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