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Online Games - Mexico

Mexico
  • In Mexico, revenue in the Online Games market market is projected to reach US$431.40m in 2024.
  • The revenue in this sector is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 4.79%, leading to a projected market volume of US$545.10m by 2029.
  • In the Online Games market market withMexico, the number of users is anticipated to amount to 27.7m users by 2029.
  • User penetration in Mexico will be 19.0% in 2024 and is expected to increase to 20.7% by 2029.
  • In a global context, the majority of revenue will be generated China, which is projected to reach US$6.53bn in 2024.
  • The average revenue per user (ARPU) in the Online Games market market in Mexico is projected to amount to US$17.55 in 2024.
  • In Mexico, the online gaming market is experiencing a surge in popularity, driven by increased internet accessibility and a growing youth demographic eager for interactive entertainment.

Definition:

Online games such as Fortnite and World of Warcraft are video games that can be played over the internet with other players from around the world. These games are designed to be immersive and engaging, allowing players to interact with each other in a virtual world. Players can create their own avatars, complete quests, battle enemies, and participate in various activities. The games are often structured as ongoing narratives, with new content regularly added to keep the experience fresh and exciting. Online games like these have become increasingly popular in recent years, creating new communities and social experiences for players. Online games can be divided into subscription-based games, such as World of Warcraft, or games that are for free, which allow in game purchases, such as Fortnite.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for online games can also be found in the Advertising & Media Insights in the digital video games market. Key players in the market are companies like Activision (Call of Duty), Blizzard (World of Warcraft) or Epic Games (Fortnite) For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Free-to-play games with in-game purchases for additional premium contents or functionalities
  • Massive multiplayer online games (MMOGs)

Out-Of-Scope

  • Sale of physical video games
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Market Insights report

Games: market data & analysis

Study Details

    Revenue

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

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Aug 2024

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Online Games market in Mexico has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing availability of high-speed internet connections.

    Customer preferences:
    Mexican consumers have shown a growing interest in online gaming, with a particular focus on mobile gaming. The convenience and portability of mobile devices have made them the preferred gaming platform for many Mexicans. Additionally, the popularity of multiplayer online games has been on the rise, as they provide opportunities for social interaction and competition. Mexican gamers also show a preference for games that offer immersive experiences and high-quality graphics.

    Trends in the market:
    One of the key trends in the Mexican online gaming market is the increasing adoption of in-app purchases and microtransactions. Game developers are leveraging this trend by offering free-to-play games that generate revenue through in-game purchases. This model has proven to be successful in Mexico, as it allows gamers to access the game for free while providing opportunities for developers to monetize their products. Another trend in the market is the growing popularity of esports in Mexico. Esports tournaments and events are attracting a large number of participants and spectators, with prize pools reaching significant amounts. This has led to the emergence of professional esports teams and players in Mexico, further fueling the growth of the online gaming industry.

    Local special circumstances:
    Mexico has a young population, with a large percentage of the population under the age of 30. This demographic is highly receptive to online gaming and has a strong purchasing power. Additionally, Mexico has a strong gaming culture, with gaming cafes and dedicated gaming events being popular among gamers. These factors contribute to the growth of the online gaming market in the country.

    Underlying macroeconomic factors:
    The growth of the online gaming market in Mexico is also supported by favorable macroeconomic conditions. The Mexican economy has been growing steadily, with increasing disposable incomes and a growing middle class. This has led to an increase in consumer spending on leisure activities, including online gaming. Furthermore, the increasing availability of high-speed internet connections and the widespread use of smartphones have made online gaming more accessible to a larger portion of the population. In conclusion, the Online Games market in Mexico is experiencing significant growth due to changing customer preferences, the popularity of mobile gaming, the adoption of in-app purchases, the rise of esports, the young population, the strong gaming culture, and favorable macroeconomic conditions. These factors have created a conducive environment for the development of the online gaming industry in Mexico.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

    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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