In the wake of the popularity of eSports, entrepreneurs invest in products and services to support players, whether they are professionals or amateurs.
Special accessories, which help to improve performance in matches, and even a course to professionalize players are among the initiatives to meet demand.
One initiative is Full House Gaming, a lan house equipped with specialized gaming computers, which caters to both amateurs and professionals.
Cesar Carmona, 34, owner of the business, says that the initial idea of ​​the business, founded in 2019, was to support those looking to become professional, that is, to have an advanced level of skill in the game to be hired by big teams. Today, Full House Gaming has three employees and welcomes around 800 people monthly.
In space, the user can rent a computer to play whatever they want. Although the final audience is single players, Carmona says that the space has also been used for training of eSports organizations.
Economist Rodrigo Bariani, 25, opened 4Gamers, a shop for PCs, computer parts and accessories for gamers, three years ago.
There, PCs are sold according to the specifications of games like “Fortnite” and “League of Legends” and aimed at the audience for those games.
For this, says Rodrigo, they assemble the computers with parts that best fit the requirements of each game, which usually require specific video cards, memory and processors.
4Gamers also sells kits with keyboard, headset, mouse and mousepad. In 2021, the company earned BRL 5.4 million.
A survey by the consultancy IDC (International Data Corporation) published last year estimates an increase of 4.8% and 13.2% in the sale of PCs and monitors to electronic game users, respectively, by 2025.
According to Vince Vader, professor of information systems at ESPM, the demand for products and services grows as the sector becomes more professional.
He says that gaming mouse and keyboard, for example, have a shorter response time, so that the computer responds more quickly to the user’s command, which is essential during a game.
“The public values ​​equipment that enhances performance and allows for an immersive experience,” says Vader.
Founded in 2000 as a toy store, Game Games began offering products to gamers in 2009. Silvio Franzen, 40, a partner, says the company mainly sells collectible dolls, but video game controls, such as steering wheels for racing games and flight are also popular. They represent 25% of the revenue, which last year was R$ 3.2 million.
The Game Brasil 2022 survey, by Abragames (Brazilian Association of Electronic Game Developers), indicated that, among game platforms, smartphones are the favorites of users, with 48.6% adherence. To serve this audience, Prota Games offers courses on concepts and strategies of “Free Fire” and “Wild Rift” mobile games. The company also teaches “League of Legends” (LoL) and “Fortnite”, computer games.
Prota founder Santiago Gonzalez, 25, says the courses are taught by professional players and made available on a monthly subscription platform. The classes have an average of 80 million views per month.
“We welcome people who want to become professionals or start playing already knowing [das regras]. That’s why we take the course from basics to advanced”, he says.
The audience profile is diverse, says Gonzalez, and varies according to the game. The “LoL” users are the oldest, between 18 and 30 years old, while the rest are between 12 and 17.
He also says that students of mobile games tend to have lower income, and therefore, the price of these courses is lower than the others. The “Free Fire” classes cost R$9.98 per month, while the “LoL” classes cost R$29.99. Both values ​​are for annual plans.
The Game Brasil survey indicates that classes D and E account for only 11.6% of players. According to Professor Vader, although smartphones have expanded the presence of these classes in the gamer world, the value of the products still keeps this market not very accessible.
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