Gaming Networks - Mexico

  • Mexico
  • Revenue in the Gaming Networks market is projected to reach US$50.88m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.36%, resulting in a projected market volume of US$72.56m by 2029.
  • In the Gaming Networks market, the number of users is expected to amount to 2.7m users by 2029.
  • User penetration will be 1.5% in 2024 and is expected to hit 2.0% by 2029.
  • In global comparison, most revenue will be generated in the United States (US$757.60m in 2024).
  • The average revenue per user (ARPU) in the Gaming Networks market is projected to amount to US$26.01 in 2024.

Key regions: South Korea, Asia, Germany, India, China

 
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Analyst Opinion

The Gaming Networks market in Mexico has experienced significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
Mexican consumers have shown a growing interest in gaming networks, with a particular preference for online multiplayer games. This can be attributed to several factors, including the increasing availability of high-speed internet connections and the rise of esports as a popular form of entertainment. Additionally, the younger demographic in Mexico has a strong affinity for gaming, with many spending a significant amount of time playing games online with friends and participating in virtual communities.

Trends in the market:
One of the key trends in the Mexican gaming networks market is the shift towards mobile gaming. With the widespread adoption of smartphones and the increasing affordability of mobile data plans, more and more Mexicans are accessing gaming networks through their mobile devices. This has led to a surge in the popularity of mobile gaming apps, with games like Fortnite and PUBG Mobile gaining a large following in the country. As a result, gaming networks are increasingly focusing on developing and optimizing their platforms for mobile devices to cater to this growing demand. Another trend in the market is the emergence of cloud gaming. This technology allows users to stream games directly to their devices without the need for high-end hardware. This trend is particularly relevant in Mexico, where the cost of gaming consoles and PCs can be prohibitive for many consumers. Cloud gaming offers a more affordable and accessible alternative, allowing gamers to play high-quality games on any device with an internet connection. As a result, gaming networks in Mexico are investing in cloud gaming infrastructure and partnerships to capitalize on this trend.

Local special circumstances:
Mexico has a large and young population, with a significant portion of the population falling within the target demographic for gaming networks. This demographic factor, combined with the increasing disposable income and technological advancements in the country, has created a favorable environment for the growth of the gaming networks market. Additionally, the Mexican government has implemented favorable policies to attract foreign investment in the gaming industry, further boosting the market's growth potential.

Underlying macroeconomic factors:
The Mexican economy has been steadily growing in recent years, with a stable GDP growth rate and increasing levels of disposable income. This has contributed to the growth of the gaming networks market, as consumers have more purchasing power to spend on gaming-related products and services. Additionally, the increasing penetration of internet services and the expansion of high-speed internet infrastructure have made gaming networks more accessible to a larger portion of the population. In conclusion, the Gaming Networks market in Mexico is experiencing significant growth due to changing customer preferences, such as the popularity of online multiplayer games and the shift towards mobile and cloud gaming. Furthermore, local special circumstances, including a large and young population and favorable government policies, are contributing to the market's expansion. The underlying macroeconomic factors, such as steady economic growth and increasing disposable income, are also playing a significant role in driving the growth of the gaming networks market in Mexico.

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.

Overview

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