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Streaming - Mexico

Mexico
  • In Mexico, revenue in the Streaming market is projected to reach US$10.9m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.59%, resulting in a projected market volume of US$14.9m by 2029.
  • Although most revenue in the global Streaming market is generated China, in Mexico is also experiencing growth.
  • In the Streaming market, the number of users in Mexico is expected to amount to 18.1m users by 2029.
  • User penetration in Mexico will be 10.8% in 2024 and is expected to hit 13.6% by 2029.
  • The average revenue per user (ARPU) in Mexico is expected to amount to US$0.8.
  • In Mexico, the eSports streaming market is witnessing a surge in popularity, with local influencers shaping gaming culture and attracting diverse audiences.

Definition:

Esports Streaming refers to the live broadcasting and on-demand viewing of competitive gaming content across digital platforms, allowing fans to watch their favorite games, tournaments, and players in real-time or at their convenience. This market is driven by platforms like Twitch, YouTube Gaming, and others, where millions of viewers engage with live streams, highlights, and commentary. Esports streaming not only provides entertainment but also offers a platform for advertisers, sponsors, and content creators to reach a global audience. It is a critical component of the esports ecosystem, enhancing fan interaction, expanding the reach of esports events, and generating significant revenue through ad placements, subscriptions, and viewer donations.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through consumer spending and ad spending. Sales channel data shows online revenues. All monetary figures refer to the annual gross revenue.
Key players of the market include companies or teams such as FaZe, Cloud9 or TSM.
For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Live broadcast content
  • Professional gamers
  • Gaming related content

Out-Of-Scope

  • Video-on-Demand
  • Casual Gamers
  • Non-gaming related content
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Esports: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Analyst Opinion

    The eSports market in Mexico has seen a steady growth rate in recent years, driven by factors like the increasing popularity of streaming platforms, rising interest in competitive gaming, and the convenience of online tournaments. However, this growth rate has been subdued due to challenges such as limited internet access and low investment in infrastructure.

    Customer preferences:
    The rise of mobile gaming and the increasing availability of high-speed internet has led to a growing demand for streaming platforms in the eSports market in Mexico. This trend reflects a shift towards convenient and accessible entertainment options among the country's tech-savvy youth population. Additionally, the growing popularity of online multiplayer games has spurred the demand for live streaming services, allowing viewers to follow their favorite players and teams in real-time. This shift towards digital entertainment options is also driven by the increasing adoption of smartphones and the rise of social media platforms, which have made it easier for gamers to connect and engage with each other.

    Trends in the market:
    In Mexico, the eSports market is experiencing a significant increase in streaming services, with platforms like Twitch and YouTube Gaming gaining popularity among gamers and viewers. This trend is driven by the growing number of eSports events and tournaments in the country, along with the increasing accessibility of high-speed internet. The significance of this trend lies in the potential for industry stakeholders to reach a larger audience and generate more revenue through advertising and sponsorships. However, it also poses a challenge for traditional media outlets, as they may struggle to compete with the growing influence of streaming platforms. As the streaming market continues to expand, it is expected to have a significant impact on the eSports industry in Mexico, shaping the way tournaments and events are organized and marketed.

    Local special circumstances:
    In Mexico, the eSports market is rapidly growing due to the country's strong gaming culture and increasing internet penetration. This has led to a surge in demand for streaming services, with local platforms catering to the specific needs of Mexican gamers. Additionally, the government's support for the development of the gaming industry and the country's large youth population have also contributed to the market's growth. Mexico's unique geographical location as a gateway to both North and South America also positions it as a key player in the Latin American eSports market.

    Underlying macroeconomic factors:
    The Streaming Market within the eSports Market in Mexico is primarily influenced by macroeconomic factors such as the country's economic stability, government policies, and investment in technological infrastructure. As the global eSports market continues to grow, Mexico's strong economic growth and increased access to technology have created a favorable environment for the development of the streaming market. Additionally, the government's support for eSports and investment in digital infrastructure has further bolstered the market's growth. However, challenges such as limited internet connectivity and regulatory barriers may hinder the market's potential. The increasing interest in eSports and the country's young population also play a significant role in driving the demand for streaming services in Mexico.

    Reach

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the Streaming market, which comprises revenues from live broadcasting gaming content. 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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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