Mexico will celebrate the "Day of the Gamer" as the capital of esports in Latin America, something it earned thanks to the size of its population, its geographical proximity to the United States, and being the regional headquarters of large video game companies such as Riot Games and Ubisoft. Mexico closed 2020 with around 72.3 million "gamers," of whom 11.1 million consumed eSports tournaments. Mexico is a potential and strategic market for the video game industry due to its location, close to all Latin markets. Having their operations centre in the North American country allowed them to close sponsorship agreements for the League of Legends Latin American League, the main competition in the region that is played in Mexico City, with transnational brands such as the sports brand Puma. It also built the first exclusive stadium for esports in Latin America, which required an investment of 2.5 million dollars and was achieved with the help of one of the largest television stations in the country. From Mexico, Riot Games coordinates two of the most important competitions in the world, League of Legends and Valorant, for the region. In the former, the developer has created everything from university leagues to second divisions in countries such as Argentina, Chile, Peru, Colombia, and Ecuador, among others. Ubisoft manages Rainbow Six Siege's competitive Spanish-speaking Latin America from Mexico, which includes the Mexican and South American Championships.The proportion of gamers watching professional tournaments increased year-over-year, with a marked interest in battle royale titles such as Garena, Free Fire, PUBG, and Fornite. According to the research report "Mexico eSports Market Overview, 2028," published by Bonafide Research, the market is expected to add USD 90.01 million by 2028.Streaming is expected to dominate the segment share during the forecast period. The growing emphasis on fan engagement is likely to fuel demand for live sports events. Furthermore, the rise in smartphone users is expected to fuel demand for live sports tournaments. Media rights are making a significant contribution to the country's esports industry. Fans can now track live esports activity across the country thanks to easy access to communication technology. Media companies pay exorbitant fees to win the exclusive rights to broadcast live streaming of major sporting events. In recent years, the sale of broadcasting and media rights has been the most important source of revenue for most esports organizers. The revenue generated by the sale of media rights is used to fund major sporting events, renovate stadiums, and contribute to the grassroots development of esports. During the forecast period, sponsorship is expected to grow rapidly, followed by advertising. As the number of viewers grows, the sponsoring team invests in the platform to strengthen its brand image. Similarly, various gaming platforms include in-app advertisements to boost revenue generation.
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Download SampleThese electronic sports are gaining strength because nowadays they can be called sports even if they are practised while sitting in front of a computer. And in Mexico, there have been great athletes who have excelled in these tournaments. Juan Carlos "SpeCial" López, a StarCraft II player, is one of the top Mexican eSports players. Juan Carlos Tena López, better known in the eSports world as SpeCial, is a 29-year-old StarCraft II player from Mexico. It is currently ranked 411th in the world and number 1 by country. SpeCial won $350.00 in cash prizes in two tournaments before the age of 18. And he has received awards for the 2017 WCS Global Finals, the 2016 Summer Circuit Championship, and other competitions. His total prize money won so far is $439,083.73 from 311 tournaments. Emilio "Geometrics" Cuevas is a Rainbow Six: Siege player. Emilio Leynez Cuevas, known in eSports as "Geometrics," is currently ranked 464th in the world and 2nd in his country. The largest cash prize Geometrics has ever received from a single tournament was $200,000 from the Six Invitational 2022 on February 20, 2022. His first place represents 50.16 percent of the total prize money won. His total prize money so far is about $398,700.00 from 32 tournaments. Pérez, Leonardo "MKLeo," Super Smash Bros. player Leonardo López Pérez, known as MKLeo, is a Mexican eSports player who, at 21 years of age, is ranked 795th in the world and 3rd in his country. Before his 18th birthday, MKLeo received $101,679.29 in prize money from 59 tournaments. Of the 106 tournaments awarding cash prizes in which MKLeo had competed, the largest amount was $23,869,80 from Super Smash Bros. Ultimate Summit 3 (singles) on August 29, 2021. He currently has total prize winnings of $274,262,14 from 106 tournaments. MKLeo is young and has a promising future. Sergio "SergioRamos" Ramos is a Clash Royale player. Sergio Eduardo Ramos, or simply SergioRamos in eSports, is a 21-year-old Mexican Clash Royale player who is ranked number 907 in the world and number 4 in Mexico. Before turning 18, Sergio Ramos received $170,358.25 in cash prizes from 6 tournaments, in addition to the money he received for the Clash Royale World Championship 2017 tournament. He currently has a profit of $243,024,924 from 12 tournaments. Lucas "Dukez" Cardenas is a Fortnite player. In this list of Mexican eSports players, Lucas Cardenas, known as Dukez in eSports, is the youngest player; at 17 years old, he is ranked 1082 on the world scale and 5 in Mexico. At this time, Dukez is under 18 years old. All prize money won will count towards this category until August 11, 2023. In the FNCS: 2021 Grand Royale, NA East received a prize of $95,000. He currently has total winnings of $206,300,00 from 8 tournaments. ESports is a fast-growing market within the world of gaming, mainly driven by increasing digitalization, the growing use of smartphones, and rising awareness of gaming. Faster and better technology is opening up new opportunities, and the COVID-19 pandemic has been fueling the demand for eSports. As more teams, tournaments, and companies form, the market is expected to expand steadily, creating a large platform for sponsorship and advertisement.Due to the rising number of live-stream viewers and greater profitability, both the prize money from tournaments and the amount of money invested in different teams are projected to increase. Health and Addiction Concerns for eSports Impede the Market's Growth Gamers may experience metabolic disorders resulting from light-emitting diode computer monitors and psychological problems related to gambling addiction and social behaviour disorders. A recent study by Zwiebel et al. on the health effects of electronic sports players discovered that they are more likely to suffer musculoskeletal injuries in the back, neck, and upper extremities. In addition, spending excessive time in front of a computer monitor can cause metabolic disorders. Most of these issues arise from sedentary lifestyles and poor posture, which are common among these players. Furthermore, the introduction of electronic sports college scholarships is a source of concern, as young people can now justify their excessive use of games as being the next electronic sports stars, even if their chances of becoming one are extremely slim.
Considered in this report • Geography: Mexico • Historic year: 2017 • Base year: 2022 • Estimated year: 2023 • Forecast year: 2028 Aspects covered in this report • Mexico esports market with its value and forecast along with its segments • Various drivers and challenges • On-going trends and developments • Top profiled companies • Strategic recommendation By Revenue Streams: • Sponsorship • Media Rights • Merchandise & Tickets • Publisher Fees • Digital • Streaming
By Device Type: • Mobile (Smartphone, Tablet) • PC (Laptop, Desktop) • Gaming Device (Console, Handheld Devices) • Other (VR, Smart TV, etc.) The approach of the report: This report consists of a combined approach of primary as well as secondary research. Initially, secondary research was used to get an understanding of the market and list out the companies that are present in the market. The secondary research consists of third-party sources such as press releases, and annual reports of companies, analyzing the government-generated reports and databases. After gathering the data from secondary sources primary research was conducted by making telephonic interviews with the leading players about how the market is functioning and then conducting trade calls with dealers and distributors of the market. Post this we have started doing primary calls to consumers by equally segmenting consumers into regional aspects, tier aspects, age groups, and gender. Once we have primary data with us we started verifying the details obtained from secondary sources. Intended audience This report can be useful to industry consultants, manufacturers, suppliers, associations & organizations related to the esport industry, government bodies, and other stakeholders to align their market-centric strategies. In addition to marketing & presentations, it will also increase competitive knowledge about the industry.
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