The approval regulates companies in the field that operate in segments that are increasingly closer to the sports betting sector, such as eSports and fantasy sports, in which Rei do Pitaco and CartolaFC stand out in Brazil, in addition to the arcade and video games segments, among others. According to the Brazil Games Export Program report, the country is the largest game market in Latin America and the 10th in the world in terms of revenue.
In 2021, it was estimated that the entire region generated US$ 2.3 billion in revenue. The mobile market is the main one, representing 47% of sales, while the PC represents 24% and the console 29%. It is considered the 5th in online population, since the total number of players is 94.7 million. A study by Abragames (Brazilian Association of Digital Game Developers) showed that there are 1,009 game creation studies in Brazil.
Bill 2796/2021
Within the definitions of electronic game indicated by Law Project 1796/2021, it is considered as "software executable in dedicated microcomputers or consoles (videogames) in which the user controls the action and interacts with the interface (game)," and expressly excludes It defines slot machines or other similar games of chance.
On the other hand, the original proposal, which must undergo revisions by the rapporteur in the Chamber of Deputies, does not express the application for mobile applications, for example, which are also entertainment electronic games.
The proposal makes the manufacture, import, commercialization and development of electronic games in Brazil free, and the Brazilian State must support the training of human resources for the industry of these products.
The text also provides that the importation, commercialization and customs processing of electronic games will follow the model currently applied to microcomputers and other computer products, including taxation. By linking the Electronic Games Legal Framework to the Information Technology Law, operators in this market will also be able to benefit from reduced taxes for the technology area.
The entertainment coming from electronic games demonstrates the real greatness of this market, which can be used for different purposes. The proposal admits the use of electronic games for social purposes, such as education and for therapeutic purposes, as well as training for emergency situations.
In early August, the Virtual Plenary of the Chamber of Deputies approved the urgency regime for project 2796/2021 and now the expectation is high regarding the final discussion in the plenary session in a concentrated effort.
Source: GMB