Contact
Mon - Fri, 9am - 6pm (EST)
Mon - Fri, 9am - 5pm (SGT)
Mon - Fri, 10:00am - 6:00pm (JST)
Mon - Fri, 9:30am - 5pm (GMT)
Mon - Fri, 9am - 6pm (EST)
Key regions: United States, Sweden, Asia, Europe, Germany
The eSports market in Mexico has seen subdued growth due to factors such as lack of media rights and limited exposure in the mainstream media. However, with the increasing popularity of gaming and rise in online streaming, the market is expected to witness significant growth in the coming years.
Customer preferences: As the popularity of eSports continues to grow in Mexico, there has been a notable shift in consumer preferences towards streaming platforms and online content consumption. This can be attributed to the increasing availability of high-speed internet and the rise of mobile devices, making it easier for audiences to access and consume media content on-the-go. Furthermore, the younger demographic, which makes up a significant portion of the eSports audience, is more likely to prefer digital media over traditional forms of entertainment. This trend is expected to continue as the eSports market continues to expand in Mexico.
Trends in the market: In Mexico, the eSports market is experiencing a surge in popularity, leading to an increase in media rights market opportunities. The current trend is the rise of live streaming platforms, such as Twitch and YouTube, which allow fans to watch eSports competitions and events in real-time. This trend is expected to continue, as it provides a convenient and interactive way for fans to engage with their favorite teams and players. Additionally, there is a growing trend of traditional media companies, such as TV networks and newspapers, entering the eSports market and acquiring media rights. This demonstrates the growing significance of eSports as a mainstream form of entertainment. For industry stakeholders, this trend presents both opportunities and challenges, as they navigate the evolving landscape of media rights and distribution in the eSports market. It also highlights the potential for further growth and monetization in the industry.
Local special circumstances: In Mexico, the Media Rights Market within the eSports Market is heavily influenced by the country's strong passion for sports and gaming. With a large and growing audience of young gamers, Mexico presents a unique opportunity for media companies to tap into this market. Additionally, the country's close proximity to the United States and its strong ties to the global gaming industry make it a key player in the Latin American eSports market. However, Mexico also faces challenges in terms of infrastructure and internet connectivity, which may impact the growth of the market. Government regulations also play a role, as Mexico has recently implemented new laws to regulate and tax gaming and eSports activities. These factors must be considered when entering the Mexican market for media rights within the eSports industry, as they can greatly influence market dynamics and potential opportunities for growth.
Underlying macroeconomic factors: The Media Rights Market within the eSports Market in Mexico is greatly impacted by macroeconomic factors, such as the country's overall economic health, government policies, and global economic trends. With a growing economy and increasing investment in digital technology, Mexico is experiencing a surge in demand for eSports media rights. Additionally, the rise of the middle class and increasing disposable income have led to a larger audience base for eSports, contributing to the growth of the market. However, challenges such as regulatory hurdles and limited funding for digital infrastructure may hinder market growth in the country. As a result, it is crucial for businesses to closely monitor and adapt to the macroeconomic environment in Mexico in order to succeed in the Media Rights Market within the eSports Market.
Data coverage:
The data encompasses B2C enterprises. Figures are based on the Media Rights market, which comprises revenues from ownership rights of media agencies. These include payments to industry stakeholders to secure the rights to show Esports content on a channel, payments from streaming platforms (e.g., Twitch) to organizers to broadcast their content, payments from foreign broadcasters to secure the rights to show content in their region, or the copyright costs for showing video/image content of an Esports competition. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.Modeling approach / market size:
The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.Forecasts:
We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.Additional notes:
The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.Mon - Fri, 9am - 6pm (EST)
Mon - Fri, 9am - 5pm (SGT)
Mon - Fri, 10:00am - 6:00pm (JST)
Mon - Fri, 9:30am - 5pm (GMT)
Mon - Fri, 9am - 6pm (EST)