The Brazil in Digital Games: intellectual property and the growth of the gaming industry

Authors

DOI:

https://doi.org/10.9771/cp.v19i3.67381

Keywords:

Digital Games, Creative Economy, Intellectual Property.

Abstract

Brazil’s digital games market, which generated BRL 12.1 billion in 2023 (Abragames, 2023b), has been growing as a key sector of the creative economy. This article aims to analyze the industry’s formalization through the protection of intellectual property, focusing on trademark registrations in classes 9 and 42 of the Nice Classification (NCL) at the INPI, between 1994 and 2024. The research combines a bibliographic review and documentary analysis. A total of 1,540 companies were identified, with Nintendo (international) standing out. The data reveal the advancement of intellectual property as a competitive strategy. It is concluded that IP is a central pillar for the sector, but its effectiveness depends on coordinated public policies, such as registration subsidies, technology transfer hubs, and tax incentives. Brazil has the potential to lead the creative industry in Latin America, provided it fosters innovation, intellectual property, and technological capacity in an integrated manner.

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Author Biographies

Gabriel Pires de Carvalho, Fluminense Federal University

Master's degree in Administration from Universidade Federal Fluminense (UFF), with a focus on innovation, intellectual property and the creative industry. He holds a degree in Administration from Universidade Estácio de Sá (UNESA) and professional experience in the areas of logistics, technology and strategic consulting for companies in the transportation and energy sectors. He works as a researcher in the area of ​​digital economy and development of public policies for the electronic games sector, with interests in the following topics: Intellectual Property, Digital Platforms, Technological Innovation and Creative Entrepreneurship. He is an independent consultant in business management and collaborates on projects aimed at digital transformation and the formalization of emerging markets.

Gabriel Marcuzzo do Canto Cavalheiro, Fluminense Federal University

PhD in Administration from FGV/EBAPE (2014), Master in Production Engineering from Delft University of Technology (2005) and graduated in Production Engineering also from Delft University of Technology (2004). Adjunct Professor of the Department of Entrepreneurship and Management of the School of Administration and Accounting Sciences, Universidade Federal Fluminense (UFF). He has experience as a Researcher in Industrial Property at the National Institute of Industrial Property (INPI), Professor of the Technological Undergraduate Program at FGV/EBAPE, Academic Consultant at UniLaSalle-RJ, IT Auditor at EY Netherlands, Visiting Researcher at Georgia State University, as well as experience in companies in the areas of software development, project management and business analysis. Currently, he coordinates the Research Group - Observatory of Digital Entrepreneurship. He has published articles in several high-impact international journals, such as: International Journal of Entrepreneurship and Small Business, Technology Analysis and Strategic Management, Government Information Quarterly, Journal of Manufacturing Technology Management, Journal of the Knowledge Economy, World Patent Information, Tourism Planning Development, Information Technology for Development, Technology in Society and Education + Training. He has research interests in the areas of: Digital Entrepreneurship, Intellectual Property Management, Python Programming, Innovation, Cryptocurrencies, Financial Market and Sports Management.

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Published

2026-07-01

How to Cite

Carvalho, G. P. de, & Cavalheiro, G. M. do C. (2026). The Brazil in Digital Games: intellectual property and the growth of the gaming industry. Cadernos De Prospecção, 19(3), 1–12. https://doi.org/10.9771/cp.v19i3.67381

Issue

Section

Propriedade Intelectual, Inovação e Desenvolvimento