In September 2025, Mexico’s Ministry of Finance proposed an 8% Special Tax on Production and Services (IEPS) targeting violent video games, placing them in the same category as tobacco, soft drinks, and gambling. The measure is part of the 2026 Economic Package and aims to tax titles deemed inappropriate for minors, both in physical and digital formats, including memberships and additional content.
Experts like Hans Leguízamo, sociologist and video game researcher, argue that this measure revives the “cyclical demonization” of digital entertainment without scientific basis. “There is no evidence proving a causal link between video games and violence,” he states. Maribel Reyes Calixto, an academic with over 12 years of experience in the field, describes the tax as “inconsistent and unfounded.”
Additionally, Mexican studies warn that:
Numerous international and Mexican studies agree that there is no direct relationship between playing violent video games and developing aggressive behavior. For example:
Far from being a problem, video games can be tools for personal and social development:
More than a measure against violence, this tax seems like a fiscal maneuver lacking real substance. If the government genuinely believed that violent video games incite crime, it would seek to regulate or eliminate such content—not profit from it. Taxing digital entertainment while ignoring the deeper causes of violence—such as inequality, corruption, or lack of opportunity—reveals a strategy that fills public coffers without addressing the root of the problem.
Gaming is not a crime. It’s culture, community, and creation.
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