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Adventure Games - Mexico

Mexico
  • The Adventure Games market in Mexico is expected to experience significant growth in the coming years.
  • According to projections, the total revenue in this market is estimated to reach US$55.91m in 2022.
  • This is a substantial figure that showcases the market's potential.
  • Furthermore, it is anticipated that the Adventure Games market in Mexico will continue to grow at a steady pace.
  • The annual growth rate, also known as the Compound Annual Growth Rate (CAGR), is projected to be 7.72% from 2022 to 2027.
  • This growth rate indicates a positive trajectory for the market, leading to a projected market volume of US$78.76m by 2027.
  • When we examine the revenue breakdown within the Adventure Games market in Mexico, we find that in-app purchase (IAP) revenue is expected to reach US$35.63m in 2022.
  • This revenue stream demonstrates the popularity of in-app purchases among gamers in Mexico.
  • Additionally, paid app revenue in the Adventure Games market is projected to reach US$4.14m in 2022.
  • This indicates that there is a portion of the market that prefers to pay upfront for their gaming experiences.
  • Moreover, advertising revenue in the Adventure Games market is estimated to reach US$16.14m in 2022.
  • This revenue stream highlights the significance of advertising within the gaming industry, as companies seek to reach their target audience through various advertising channels.
  • In terms of user engagement, the number of downloads in the Adventure Games market is projected to reach 321.30m downloads in 2022.
  • This figure demonstrates the high demand for adventure games among Mexican gamers.
  • Furthermore, it is worth noting that the average revenue per download is expected to be US$0.17.
  • This metric indicates the average amount of revenue generated per download, showcasing the potential profitability of the Adventure Games market in Mexico.
  • When comparing the Adventure Games market globally, it is evident that China generates the most revenue in this sector.
  • In 2022, China is projected to generate a staggering US$4.59bn in revenue, highlighting its dominance in the global gaming landscape.
  • Overall, the Adventure Games market in Mexico is poised for growth, with significant revenue projections and a diverse revenue breakdown.
  • As the gaming industry continues to evolve, it will be interesting to see how Mexico's market develops and contributes to the global gaming landscape.

Definition:

Adventure game apps allow players to experience story-driven adventures through their characters. Although the category originally referred to point-and-click games with linear storylines, present-day adventure games are more open-ended. Among the top adventure game apps is Roblox, a platform that allows users to create games and experiences for other users. It therefore presents an unlimited number of adventure possibilities, from breaking out of prison to working at a pizza place. Genshin Impact is also a popular anime fantasy adventure and role-playing app that encourages users to explore its expansive world and master numerous quests.

Additional Information:

We consider three different sources of revenue:
  • Revenue from in-app purchases (IAP) that comes from the purchase of features, upgrades, and subscriptions within an app
  • Paid app revenue from the one-time purchase of an app
  • Advertising revenue obtained from showing ads within an app
Our statistics include the revenue earned by developers and also the revenue earned by stores through commissions.

In-Scope

  • Apps that can be downloaded from major app stores such as Apple, Inc.'s App Store and the Google Play store, or in the case of China, from stores such as Huawei AppGallery and Tencent Appstore.
  • Apps that are run on iPhones and Android phones.

Out-Of-Scope

  • Apps exclusively offered by Microsoft Store and Amazon Appstore for Android.
  • Custom-made apps not available from any official app store.
  • B2B/C2C app sales of any kind.
  • Subscription revenues outside of in-app purchases (for example, Netflix and Spotify use their own payment systems outside of their apps).
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Study Details

    Revenue

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

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 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: Mar 2024

    Most recent update: Mar 2024

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Market Shares

    Notes: Data reflects only revenue from in-app purchases.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Downloads

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Users

    Most recent update: Mar 2024

    Source: adjoe

    Analyst Opinion

    Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

    Modeling approach:

    Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.

    Forecasts:

    In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, 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/capita, level of digitization, and consumer attitudes toward apps.

    Additional notes:

    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 case market dynamics change.

    Digital

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    App: market data & analysis - BackgroundApp: market data & analysis - Cover

    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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