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2014 Leisure Time Industry in Brazil Size, Share, Trend and Forecast

Most up-to-date research on "Leisure Time - Brazil - August 2014" to its huge collection of research reports.


Albany, NY -- (SBWIRE) -- 09/18/2014 -- The leisure market in Brazil is wide-ranging and it involves out-of-home as well as at-home activities that consumers do with their family, friends, alone or using technology. One of the most popular leisure activities is electronic gaming, which generated approximately 850 million reais with the sale of games software in the country in 2013 (a 35% growth compared to 2012).

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The number of visitors to theme/amusement parks also grew by 10% a year over the past two years (2012-13) and should keep growing at a steady pace over next five years, thanks to investments in modern and safe attractions and in smaller areas, such as part of shopping malls, which are visited by almost a fifth of the population.

Table of Content:


Leisure market

Executive Summary:

The market:

Figure 1: Brazil retail sales of toys and games, 2009-19
Figure 2: Number of visitors (in million) in Brazilian theme/amusement parks, 2009-19
Companies, brands, and innovations
Global brands are leaders in the toys and games market, with national factories and partnerships
Figure 3: Leading brands’ retail shares in the toys, traditional games and electronic games market, Brazil, 2013
Water parks enjoy an increasing market share in 2013
Figure 4: Leading companies’ shares in the theme/amusement parks market, Brazil, 2012-13

The consumer:

Dining and drinking out, cinema, shows/concerts, and nature are the main out-of-home leisure activities in Brazil
Figure 5: Out-of-home leisure activities, May 2014
Audio-visual content stands out in at-home leisure activities
Figure 6: At-home leisure activities last week, selected activities, May 2014
Mobile internet and online games are potentially attractive entertainment tools
Figure 7: Usage of internet as leisure, May 2014
Most popular types of leisure activities among Brazilians: intelligent, family oriented, convenient, and easily accessible
Figure 8: Target groups according to attitudes toward leisure, May 2014

What we think:

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Key points:

Games represent opportunities for entertainment and technology brands targeted at young male adults
The facts
The implications
Audio-visual content is appealing to parents and can expand online
The facts
The implications

Trend Application:

Trend: Immaterial World
Trend: Mood to Order

Who’s Innovating?

Key points:

Theme parks are a strong feature in shopping malls
Toys and games invest in World Cup-inspired launches
Gyms can use technology as a way to promote well-being

Market and Forecast – Toys and Games

Key points:

In 2013 sales remained at similar growth levels as 2012
Figure 9: Retail value sales of toys and games in Brazil, by segment, 2009-13
Category will tend to slow down in the next five years with the end of sporting events and the maturing of the electronic games market
Figure 10: Retail value sales of toys and games in Brazil, 2009-19
Figure 11: Retail value sales of toys and games in Brazil, 2009-19

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