Rodrigo Terra, president of Brazil’s games-industry association Abragames, has voiced an ambition for Brazil to become one of the world’s five largest game producers in less than ten years. But the reported goal has no defined ranking measure, baseline, milestones or budget, so it is an aspiration—not yet a measurable delivery plan.
What does “top five” mean?
The reported statement does not specify whether Brazil would rank among the top five by annual industry revenue, games produced or released, export earnings, number of studios, or another measure. Those rankings could produce very different results. A country can have many studios without generating the most revenue, and domestic consumer spending is not the same thing as income earned by domestic developers or publishers.
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For the ambition to be assessed, Abragames would need to identify the ranking and publish a baseline, a target year, interim milestones and a method for measuring progress. Comparisons would also need consistent definitions: the same measurement year, treatment of mobile and service revenue, currency conversion, and rules for attributing exports to developers or publishers.
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Why Terra says the goal matters
Coverage of Terra’s reported interview with GamesIndustry.biz attributes the ambition to him and connects it to the international visibility of Brazilian culture and stories. A separate report reproduces his wish that the world know Brazilian culture in ten years. These are stated cultural aims, not evidence that games have already produced a measurable increase in Brazil’s global influence.
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What the available Brazil–Poland figures show—and do not show
A comparison reported by ANTI/HYPE puts Brazil ahead of Poland in studio count, but its revenue figures come from different years. The figures therefore illustrate why the choice of ranking metric matters; they do not establish a current, like-for-like position.
| Measure | Brazil | Poland |
|---|---|---|
| Studios | 1,042 active studios in 2023 (ANTI/HYPE, as reported) | 824 studios in 2025 (ANTI/HYPE, as reported) |
| Industry professionals | 13,225 in 2023 (ANTI/HYPE, as reported) | 14,600 in 2025 (ANTI/HYPE, as reported) |
| Annual revenue | US$251.6 million in 2022 (ANTI/HYPE, as reported) | US$1.46 billion in 2025 (ANTI/HYPE, as reported) |
| Export context | 58% of studios reportedly sell abroad; the survey year is not established in the cited coverage | 97% of game-industry revenue reportedly came from exports in 2025 (ANTI/HYPE, as reported) |
The revenue years do not match, and the comparison itself cautions that the ratio may have changed. These are figures reported in secondary coverage, not independently verified original datasets; they should not be treated as a current league table. The studio counts also measure a different thing from revenue: Brazil’s higher reported count does not by itself imply greater production value or export performance.
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Policy and international exposure are context, not proof of progress
The same secondary coverage describes Law 14.852, dated 3 May 2024, as establishing a legal framework for games that includes development incentives and treatment under cultural-funding laws, while excluding gambling games. It also reports that an interministerial government group began work on regulation in March 2026 and that game-related occupations were added to Brazil’s occupational classification that month. These developments may form part of the enabling environment, but the coverage does not establish that they have yet increased output, exports or revenue.
On international promotion, the report says Brazil Games, an export program operated by Abragames, presented 38 Brazilian games at Gamescom Latam 2026. It reports 154,000 visitors at the event and more than US$180 million in projected business from meetings, an organizer estimate rather than an audited measure of Brazilian exports. The same coverage cites Brazilian game Talaka and US publisher Acclaim as an example of a potential international partnership route; one example does not show that the approach can scale across the industry.
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What would make the ambition accountable?
- A ranking definition: Specify whether the target concerns revenue, releases, exports, studios or another measure.
- A comparable baseline: Publish a current starting point using a consistent year and transparent definitions.
- Milestones and responsibility: Set interim goals and identify who is responsible for tracking and reporting them.
- Delivery details: Explain what policy measures, funding or industry programs are intended to move the chosen metric, and how their results will be evaluated.
Until those details are public, the top-five statement is best understood as a direction Terra wants the Brazilian industry to pursue—not a formal government target or a forecast supported by a published delivery plan.
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