Publisher Fees - Turkey

  • Turkey
  • In Turkey, revenue in the Publisher Fees market market is projected to reach US$1.7m in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 0.70%, which will lead to a projected market volume of US$1.8m by 2029.
  • While Turkey's market is developing, it is noteworthy that most revenue in the global context is generated China, with a projected market volume of US$29.6m in 2024.
  • In Turkey, the rising popularity of eSports is driving an increase in publisher fees, reflecting a growing investment in competitive gaming infrastructure.

Key regions: United Kingdom, India, France, Europe, United States

 
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Analyst Opinion

The eSports market in Turkey is seeing a rise in publisher fees, thanks to the growing adoption of digital technologies and rising awareness about the industry. However, the market's growth rate is negligible, due to factors such as limited infrastructure and low consumer spending on gaming.

Customer preferences:
As the eSports market continues to grow in Turkey, there has been a notable increase in consumer demand for more diverse and immersive gaming experiences. This has led to a rise in popularity for virtual reality (VR) and augmented reality (AR) technologies, as well as a growing interest in eSports tournaments and events. Additionally, younger demographics are driving the demand for mobile and cross-platform gaming, emphasizing the importance of accessibility and convenience in the Publisher Fees Market.

Trends in the market:
In Turkey, the eSports market is experiencing a significant growth, with a projected market size of $1.7 billion by 2023. Within this market, the Publisher Fees segment is expected to see a rise in revenue due to the increasing popularity of eSports tournaments and events. This trend is significant as it highlights the potential for publishers to generate significant profits through partnerships and sponsorships with eSports organizations. Additionally, the growth of the Publisher Fees segment will also benefit event organizers, players, and fans, creating a more sustainable and profitable ecosystem for all stakeholders involved. However, there is a potential risk of oversaturation and competition within the market, leading to a decline in publisher fees and sponsorships. To stay relevant and competitive, industry stakeholders must continuously innovate and adapt to changing market dynamics.

Local special circumstances:
In Turkey, the eSports market is heavily influenced by the country's strong gaming culture and high internet usage rates. This has led to the rise of local eSports teams and tournaments, as well as the popularity of mobile eSports games. Additionally, the Turkish government has recognized the potential of eSports and has implemented supportive policies and infrastructure, such as the establishment of the Turkish eSports Federation. This has contributed to the growth of the Publisher Fees Market within the eSports Market, as publishers have a supportive ecosystem to operate in.

Underlying macroeconomic factors:
The Publisher Fees Market within the eSports Market in Turkey is impacted by macroeconomic factors such as the country's economic health, fiscal policies, and global economic trends. The government's support for the digital economy and technological advancements in Turkey have led to a growing eSports market and increased demand for publisher fees. Additionally, the country's young and tech-savvy population, coupled with favorable regulatory environments, has contributed to the market's growth. However, challenges such as limited infrastructure and funding for eSports may hinder the market's growth potential in the future.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Publisher Fees market, which comprises payments from game publishers to Esports organizers for hosting events. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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