Following on from its strong performance during 2020, the rate of growth in retail constant value sales (2021 prices) of video games remained in double digits in 2021. COVID-19 significantly increased the number of gamers in the country.
Online games and mobile games are particularly popular in Mexico, as static consoles and particularly gaming PCs remain unaffordable to most local consumers. In contrast, the entry costs for playing online and mobile games are virtually zero, as most Mexicans already have a smartphone.
E-commerce is now the dominant distribution channel for video games. Big online retailers like Amazon and Mercado Libre and such retail chains as Walmart are popular in this regard.
Throughout the forecast period, the annual rate of growth in retail constant value sales of video games will remain in double digits. Online and mobile gaming will remain the top performers, supported by widening internet access, faster internet speeds and increased smartphone ownership.
The Mexican government has expressed concern that some video games may incite violence, particularly among those aged 18 years or younger. For the moment, this concern has led to no more than a media campaign intended to raise awareness of the issue, but it could presage stricter regulation during the forecast period.
Retail constant value sales of static consoles will see no more than moderate growth across the forecast period. The increasing popularity of mobile and online games will play a role in this.
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Understand the latest market trends and future growth opportunities for the Video Games industry in Mexico with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.
If you're in the Video Games industry in Mexico, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.
This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.See All of Our Definitions
This report originates from Passport, our Video Games research and analysis database.
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