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Mexico Video Games Market Report 2007
Americas News Intelligence, Nov 2007, Pages: 40


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The Mexican video game industry is exploding, attracting major new marketing investment and luring global game publishers to establish local offices. In fact, according to this report the industry could be worth $1 billion by the end of the decade.

"The results of our research flies in the face of the image of Mexico as an insignificant consumer market plagued with piracy," says Phung Pham, lead analyst on the report. "There is a booming gamer population and despite problems with piracy, a substantial level of legitimate business. And video game publishers are finally starting to take note."

One particularly interesting phenomenon identified in report is the emergence of young, unmarried gamers, or YUGS, as the authors call them. It is common in Mexico, they note, for young adults to live with their parents until their first marriage - translating into a high level of disposable income. In 1995, women married at the age of 20, and men at 23, on average. But just one decade later, women are now married at the age of 25 and men at 28 - resulting in up to a decade of cash-flush YUGGIES of prime gaming age.

The full report includes consumer and demographic background, first- and third-party analysis, industry trends, forecasts, and detailed data on hardware and software unit sales, revenue, and market share

The data included in this report come from many sources, starting with extensive interviews with first-party stakeholders and third-party software publishers; distributors; leading retailers; officials at the Economy Ministry, Mexican Customs, the National Institute of Statistics and Geographic Information, and the Bancomext import-export development bank; customs brokers; intellectual property representatives at the Business Software Association and Entertainment Software Association; videogame magazine publishers, journalists, and producers; researchers at the Iberoamericana University; sources at the US Commercial Service; videogame sales representatives; organizers of trade shows; and informal vendors of legitimate and illegitimate videogame products offering their wares in both street markets and online.


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