Video games as a UGC niche in Brazil, the formats that work and how creators and studios collaborate.
Why gaming is a strong UGC niche in Brazil
Seven reasons specific to this market.
Mobile gaming dominates, which makes production accessible without expensive equipment.
The audience is huge and young, with daily practice.
The community comments and shares enormously, which extends the content's life.
The vocabulary is very specific, which protects creators who master it.
International studios need local voices to exist here.
The short format works, contrary to the idea that games require long videos.
And utility content, settings, tips, troubleshooting, ages slowly.
What brands and studios buy in UGC
Seven different deliverables, often confused.
Proof of installation and first launch, the most requested.
A sincere reaction to the first minutes of play.
The short tutorial on one precise mechanic.
The settings video, for running the game on a modest device.
Retention content, aimed at players who already installed.
Content for peripherals, controllers, headphones, stands.
And short advertising videos, which follow platform rules rather than the game's.
The device, the connection and what that changes
Six elements to show honestly.
The model used, stated out loud at the start.
The size of the download and the real time it takes.
The space taken after installation and after a week of playing.
Behaviour on an unstable connection, the most common situation.
Heat and battery consumption, questions asked systematically.
And whether it can be played offline, information rarely given and much sought after.
Which formats convert for gaming in Brazil
Seven formats, from the most useful to the most decorative.
The first thirty seconds of play, with no enthusiastic commentary.
The format I test it on an ordinary phone, dealt with above.
The precise tip that unblocks a known difficulty.
The comparison between two settings, shown side by side.
The report after a week, which answers the question of longevity.
The duo or family format, much watched here.
And community content, answers to questions asked in the comments.
How creators and studios work together
Seven working points specific to this niche.
The brief provides the game version and the exact availability date.
Embargoed elements are listed explicitly, with their release date.
Advertising rights are negotiated separately, as elsewhere.
The studio provides the mandatory mentions and the age rating.
The calendar follows the updates, not the marketing plan.
The creator keeps the right to say what does not work, without which the video loses its value.
And renewal is planned from the first assignment, since updates create a permanent need.
What you cannot show or promise
Five precautions, to be validated with a lawyer and with the competent authority before release.
The age rating is displayed as it was assigned, without rewording.
Mechanics involving randomised purchases fall under particular rules, which are checked.
Any promise of winnings, guaranteed progress or reward is checked before being said.
Embargoed content is not shown, including in the background.
And mandatory advertising disclosures apply here as elsewhere, in the form the platform requires.
The minimal kit for this niche
Seven purchases, in order of real usefulness.
A phone holder, without which no capture is stable.
A lapel microphone, since the voice counts more than the picture in this format.
A second phone, which acts as camera while the first one plays.
A desk fan, which limits heat during long sessions.
A compatible controller, if your genre requires it, and not otherwise.
A memory card, since available space is the main cause of failed recordings.
And a power strip, to film plugged in without interrupting the session.
Advice for creators entering the gaming niche
Seven concrete steps for starting.
Choosing a genre rather than video games in general.
Filming on the device your audience owns, dealt with above.
Taking care of the voice sound, almost always neglected in this niche.
Learning the exact vocabulary, since a mistake is noticed immediately.
Producing three utility videos before any reaction video.
Contacting local studios and distributors before international publishers.
And offering a monthly batch aligned with the updates, which matches their real rhythm.
The mistakes that cost a collaboration
Six frequent mistakes in this niche, all avoidable.
Publishing before the embargo lifts, which ends the relationship immediately.
Showing content from a different version than the one announced.
Using music from the game without checking what the licence allows.
Publicly comparing with a competing game without written agreement.
Forgetting the advertising disclosure, whose form is checked with the competent authority.
And delivering a poor quality capture, since the platform already recompresses this kind of image heavily.
What is filmed on a game
| Shot | What it proves | The constraint |
|---|---|---|
| The screen in play | The real pace | A clean capture, not a phone pointed at a screen |
| The player's reaction | The emotion | Framing that keeps the screen visible |
| The first hands-on | The accessibility | The first minutes, not the last |
What is checked before publishing
The rights to distribute the game's footage and its soundtrack. Some publishers allow capture but not the music, and a video can be muted without warning.
What is never said without verification
A release date, upcoming content, a compatibility or an age rating. Each is confirmed with the publisher, and a wrong rating exposes the brand as much as the creator.
Building a series that lasts
Five steps for turning an assignment into a programme.
Keeping the same device and settings across the series, so the videos can be compared.
Documenting the game version on screen, indispensable after an update.
Keeping the rushes, often reused at subsequent launches.
Offering a follow-up video at every major update.
And measuring installation duration rather than views, the only indicator a studio cares about.
One last marker: in Brazil the game video that works is not the one where everything is smooth, it is the one where the viewer recognises their own phone. Show the loading, the heat and the space taken: those are the three things the studio will never show and the player wants to know before installing.
Sources
Checked on 27 August 2026. Thresholds and rates change: where this guide and the official source disagree, the official source is right.



