In 2024, video games in Mexico was highly fragmented, with the top five companies accounting for 48% of value sales, which was above the Latin American average of 37%. Concentration decreased between 2019 and 2024, as the top five companies accounted for 51% of value sales in 2019.
Epic Games, the developer of the popular video game Fortnite, experienced value share growth in Mexico in 2024. This was driven by the company’s efforts to expand its character roster, add new features to its free-to-play game, and encourage players to buy in-game items, such as the addition of Messi as a playable character.
In recent years Google has offered funding to Latin American independent games companies through its Indie Game Fund to foster their growth. The fund is aimed at independent games developers which have previously launched their titles on Google Play, as well as those available on other mobile platforms, PC, and console.
Within video games software, Square Enix’s launch of the action role-playing game Final Fantasy 7 Rebirth in late 2024 was particularly notable, targeting kidult consumers with nostalgia for the franchise, which originated in 1987. This strategic launch was the second game of the Final Fantasy 7 remake trilogy, and allowed Square Enix to maintain its value share in Mexico in 2024.
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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.
Video Games
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 definitionsThis report originates from Passport, our Video Games research and analysis database.
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