According to a survey carried out in Mexico in May 2020, 30 percent of respondents said they played video games more frequently since quarantine measures due to COVID-19 were imposed in the North American country. Meanwhile, 18 percent of those surveyed stated gaming was an activity they started doing since the pandemic began.
Change in video game consumption during the COVID-19 confinement period in Mexico as of May 2020
Basic Account
Get to know the platform
You only have access to basic statistics.
This statistic is not included in your account.
Single Account
The ideal entry-level account for individual users
- Instant access to 1m statistics
- Download in XLS, PDF & PNG format
- Detailed references
$59 $39 / Month *
in the first 12 months
Corporate Account
Full access
Corporate solution including all features.
* Prices do not include sales tax.
Further Content: You might find this interesting as well
Statistics
- Daily usage time of video games in Germany 2021
- COVID-19: U.S. video game spending change as of April 2020, by ethnicity
- Weekly time spent playing video games in France 2020
- COVID-19: U.S. video game spending change as of April 2020, by age
- Number of video games purchased by gamers monthly in Sweden 2016-2018
- Number of video games purchased by gamers monthly in Ireland 2017-2018
- Share of people playing games over two hours daily in Finland 2019, by age group
- Number of video games purchased by gamers monthly in Turkey 2017-2018
- Number of video games purchased by gamers monthly in the Netherlands 2017-2018
- Number of video games purchased by gamers monthly in Belgium 2017-2018
- Number of video games purchased by gamers monthly in the United Kingdom (UK) in 2015
- Number of video games purchased by gamers monthly in Poland 2016-2018
- Gamers' social gaming behavior during video gaming in the U.S. 2016
- Popularity of role playing video games (RPGs) among women in Japan 2020, by age group
- Popularity of music video games among women in Japan 2020, by age group
- Family-size icecream eating frequency South Korea 2021
- Mexico: number of people in the social circle who have contracted COVID-19
- South Korea - number of hours spent on playing video/computer games 2017-2018
- Mexico: key figures on eSports consumption 2020
PQR Planning Quant. (August 10, 2020). Change in video game consumption during the COVID-19 confinement period in Mexico as of May 2020 [Graph]. In Statista. Retrieved May 20, 2022, from https://www.statista.com/statistics/1174372/change-video-game-consumption-frequency-coronavirus-mexico/
PQR Planning Quant. "Change in video game consumption during the COVID-19 confinement period in Mexico as of May 2020." Chart. August 10, 2020. Statista. Accessed May 20, 2022. https://www.statista.com/statistics/1174372/change-video-game-consumption-frequency-coronavirus-mexico/
PQR Planning Quant. (2020). Change in video game consumption during the COVID-19 confinement period in Mexico as of May 2020. Statista. Statista Inc.. Accessed: May 20, 2022. https://www.statista.com/statistics/1174372/change-video-game-consumption-frequency-coronavirus-mexico/
PQR Planning Quant. "Change in Video Game Consumption during The Covid-19 Confinement Period in Mexico as of May 2020." Statista, Statista Inc., 10 Aug 2020, https://www.statista.com/statistics/1174372/change-video-game-consumption-frequency-coronavirus-mexico/
PQR Planning Quant, Change in video game consumption during the COVID-19 confinement period in Mexico as of May 2020 Statista, https://www.statista.com/statistics/1174372/change-video-game-consumption-frequency-coronavirus-mexico/ (last visited May 20, 2022)