Mobile Games - Mexico

  • Mexico
  • Revenue in the Mobile Games market is projected to reach US$230.70m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.48%, resulting in a projected market volume of US$301.30m by 2029.
  • In the Mobile Games market, the number of users is expected to amount to 62.7m users by 2029.
  • User penetration will be 39.7% in 2024 and is expected to hit 46.9% by 2029.
  • In global comparison, most revenue will be generated in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market is projected to amount to US$4.49 in 2024.

Key regions: United Kingdom, India, China, South Korea, Asia

 
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Analyst Opinion

The Mobile Games 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 mobile games, with a shift towards more immersive and interactive gaming experiences. This can be attributed to the increasing availability of smartphones and the growing popularity of mobile gaming among younger demographics. Additionally, the convenience and portability of mobile games have made them a preferred choice for entertainment on-the-go.

Trends in the market:
One major trend in the Mexican mobile games market is the rise of multiplayer and social gaming. Mexican players are increasingly seeking out games that allow them to connect and compete with friends and other players online. This trend is fueled by the widespread adoption of social media platforms and the desire for social interaction in gaming experiences. As a result, game developers are focusing on creating multiplayer modes and incorporating social features into their games to cater to this demand. Another trend in the market is the growing popularity of free-to-play games with in-app purchases. Mexican players are more willing to try out games that are initially free, but offer additional features or content for purchase within the game. This freemium model allows players to access the game without any upfront cost, while still generating revenue for developers through in-app purchases. This trend has led to a proliferation of free-to-play mobile games in the Mexican market.

Local special circumstances:
Mexico has a large and young population, which contributes to the growth of the mobile games market. The country has a high smartphone penetration rate, with a significant portion of the population owning smartphones. This widespread access to mobile devices creates a large potential customer base for mobile game developers. Additionally, Mexico has a vibrant gaming culture, with a strong community of gamers and gaming events. This cultural aspect contributes to the popularity of mobile games in the country, as players are actively engaged in the gaming community and seek out new and exciting gaming experiences.

Underlying macroeconomic factors:
The Mexican economy has been growing steadily in recent years, which has led to an increase in disposable income for many consumers. This rise in disposable income has allowed more consumers to afford smartphones and spend money on mobile games. Additionally, the growth of the middle class in Mexico has contributed to the expansion of the mobile games market, as these consumers have more purchasing power and are willing to spend on entertainment. In conclusion, the Mobile Games market in Mexico is experiencing growth due to changing customer preferences, such as a preference for immersive and social gaming experiences, as well as the availability of smartphones and the rise of the freemium model. Local special circumstances, such as the large and young population and the vibrant gaming culture, further contribute to the growth of the market. Additionally, underlying macroeconomic factors, such as the growing economy and increasing disposable income, play a role in the expansion of the mobile games 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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