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# Mexico joins a seven-country games policy program
- URL: https://www.killscreen.com/mexico-joins-a-seven-country-games-policy-program/
- Published: 2026-09-09T02:05:31.000Z
- Updated: 2026-09-09T02:05:30.000Z
- Description: The Centro de Cultura Digital is the point of entry, so the largest videogame market in Latin America enters a regional policy body through a culture center.
- Author: Kill Screen Staff
- Tags: Centro de Cultura Digital, IberVideojuegos, Cultural Policy, Mexico City, mexico, Latin America, Chile, argentina, Spain

The interesting part is which institution walked through the door. Mexico’s entry into [IberVideojuegos](https://segib.org/es/pipa-bueno/ibervideojuegos/?ref=killscreen.com) is being handled by the [Centro de Cultura Digital](https://www.centroculturadigital.mx/?ref=killscreen.com), a public culture center, rather than by a trade association or an export agency. The largest videogame market in Latin America will be represented in a regional policy body by [the people who run exhibitions](https://www.killscreen.com/achiampong-the-gaming-room/) and a games lab.

IberVideojuegos was established as an Ibero-American cooperation program after approval at the [XXIX Ibero-American Summit in Ecuador in 2024](https://segib.org/es/cumbre/xxix-cumbre-iberoamericana/?ref=killscreen.com), and it sits within the same family of “Iber” cultural programs that have co-funded film and music across the region for years. Chile holds the presidency; Argentina runs the technical unit; Argentina, Brazil, Chile, Costa Rica, Spain, Mexico and Uruguay are in. The stated work is training, public policy and [getting regional stories into games that are not set in the usual places](https://www.killscreen.com/exploring-mexicos-heritage-through-gaming/).

The numbers behind Mexico’s case are lopsided in a way worth naming. Figures cited by [Mexico’s federal telecommunications regulator](https://somosaudiencias.ift.org.mx/archivos/1%5FVideojuegos%5F1S2025.pdf?ref=killscreen.com) put Mexico as the biggest market in Latin America and the 10th largest anywhere, with more than 76 million players, annual revenue above $2.3 billion, and something close to gender parity among players. What it does not have, in proportion to any of that, is an export industry. It consumes at scale and produces at a fraction of it. That gap is the entire reason a program like this exists, and it is also why routing it through the CCD makes a kind of sense: the bottleneck is not demand; it is the pipeline that turns players into makers.

![Visitors on the exhibition floor of the Centro de Cultura Digital, with low modular seating in green, yellow and orange](https://storage.ghost.io/c/25/84/2584b75d-4bd6-4cce-8259-f1d1c65abbb5/content/images/2026/09/centro-de-cultura-digital-exhibition-floor.jpg)

The exhibition floor at the Centro de Cultura Digital, Mexico City. Photo: ProtoplasmaKid, CC BY-SA 3.0.

We asked [what it meant to develop games in Latin America](https://www.killscreen.com/what-does-it-mean-be-indie-game-dev-latin-america/) in 2013, and the answer then was mostly about isolation. Thirteen years on, the answer involves a summit communiqué, which is either progress or bureaucracy, and probably both. [The CCD announced it here](https://www.instagram.com/p/DZVTfNIjgcc/?ref=killscreen.com).

Games policy outside the US, EU and Japan barely gets covered in English. We cover it.

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