Games Live Streaming - Mexico

  • Mexico
  • Revenue in the Games Live Streaming market is projected to reach US$232.00m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.47%, resulting in a projected market volume of US$317.40m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 43.3m users by 2029.
  • User penetration will be 24.9% in 2024 and is expected to hit 32.4% by 2029.
  • In global comparison, most revenue will be generated in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market is projected to amount to US$7.19 in 2024.

Key regions: Germany, Europe, United Kingdom, Japan, South Korea

 
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Analyst Opinion

The Games Live Streaming market in Mexico has seen significant growth in recent years, driven by changing customer preferences and the increasing popularity of online gaming.

Customer preferences:
Mexican gamers are increasingly turning to live streaming platforms to watch and interact with their favorite gamers and esports tournaments. This trend can be attributed to several factors. Firstly, live streaming allows gamers to watch high-quality gameplay and learn new strategies and techniques. Secondly, it offers a sense of community and allows viewers to connect with other gamers through chat functions and online forums. Lastly, live streaming provides an opportunity for gamers to showcase their skills and gain recognition within the gaming community.

Trends in the market:
One of the key trends in the Games Live Streaming market in Mexico is the rise of local gaming influencers and content creators. These individuals have gained a significant following on platforms such as Twitch and YouTube, and their live streams attract a large number of viewers. This trend is driven by the increasing demand for authentic and relatable content, as viewers are drawn to influencers who share their passion for gaming and understand the local gaming culture. Another trend in the market is the growing popularity of esports tournaments and events in Mexico. These events attract a large number of viewers both online and offline, and live streaming platforms play a crucial role in broadcasting the matches to a wider audience. The popularity of esports in Mexico can be attributed to the country's strong gaming culture, as well as the increasing recognition of esports as a legitimate sport.

Local special circumstances:
Mexico has a young and tech-savvy population, which contributes to the growth of the Games Live Streaming market. The country has a high internet penetration rate, and the availability of affordable smartphones and high-speed internet connections has made live streaming more accessible to a larger audience. Furthermore, the popularity of mobile gaming in Mexico has also contributed to the growth of the live streaming market, as gamers can easily stream their gameplay from their smartphones.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Mexico is also influenced by macroeconomic factors. The country's GDP growth and rising disposable income levels have led to an increase in consumer spending on entertainment and leisure activities. As gaming becomes more mainstream and socially acceptable, more Mexicans are willing to invest in gaming equipment and services, including live streaming platforms. In conclusion, the Games Live Streaming market in Mexico is experiencing significant growth due to changing customer preferences, the rise of local gaming influencers, the popularity of esports tournaments, and the country's young and tech-savvy population. These trends, combined with favorable macroeconomic factors, are driving the development of the market and creating new opportunities for both gamers and streaming platforms.

Methodology

Data coverage:

Figures are based on company revenues, consumer spending, consumer spending on platforms, advertising spending, annual reports and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for the market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration. This data helps us to 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 particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, video gaming revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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