Sponsorship & Advertising - Turkey

  • Turkey
  • In Turkey, revenue in the Sponsorship & Advertising market market is projected to reach US$2.2m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.09%, leading to a projected market volume of US$2.8m by 2029.
  • Although most revenue is generated China, in Turkey is expected to have a projected market volume of US$288.9m in 2024.
  • The average revenue per user (ARPU) in Turkey is anticipated to amount to US$0.0.
  • Turkey's burgeoning eSports scene is increasingly attracting sponsorships from both local brands and international companies eager to capitalize on the youth demographic.

Key regions: South Korea, United Kingdom, India, Europe, United States

 
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Analyst Opinion

The eSports market in Turkey is witnessing minimal growth due to factors such as limited sponsorship opportunities and low advertising investment. Despite the increasing popularity of eSports, the market is hindered by the lack of infrastructure and regulatory framework, resulting in a slow growth rate. However, with the rising interest in eSports among Turkish consumers, the market is expected to experience significant growth in the coming years.

Customer preferences:
As the eSports market in Turkey continues to grow, the demand for sponsorship and advertising opportunities is also on the rise. Brands are increasingly recognizing the potential of reaching a highly engaged and loyal audience through partnerships with eSports teams and events. This trend is further fueled by the rising popularity of online streaming platforms, which offer a unique opportunity for targeted advertising and sponsor visibility. Additionally, with the younger generation being the primary audience for eSports, brands are adapting their strategies to appeal to this demographic through creative and authentic marketing efforts. This shift towards targeted and tailored sponsorship and advertising is driven by the changing preferences of consumers, who are increasingly looking for personalized and relevant experiences.

Trends in the market:
In Turkey, the eSports market is experiencing a surge in sponsorships and advertising, with major brands from various industries recognizing the potential reach and engagement of this emerging market. This trend is expected to continue, with more brands investing in eSports sponsorships and partnerships to tap into the growing audience of gamers and eSports enthusiasts. The significance of this trend lies in the potential for increased revenue and brand exposure for both the eSports industry and sponsoring companies. However, it may also lead to concerns about the commercialization of the eSports industry and its impact on the authenticity of the gaming experience. Industry stakeholders must carefully navigate these implications to ensure the sustainable growth of the eSports market in Turkey.

Local special circumstances:
In Turkey, the Sponsorship & Advertising Market within the eSports Market is heavily influenced by the country's strong gaming culture and its young population. The government's support for the development of the eSports industry has also played a significant role in its growth. Additionally, the country's strategic location between Europe and Asia makes it an attractive market for international companies looking to enter the eSports scene. However, strict regulations on advertising and sponsorship in the gaming industry can impact the market dynamics and limit the potential for growth.

Underlying macroeconomic factors:
The Sponsorship & Advertising Market within the eSports Market in Turkey is significantly impacted by macroeconomic factors such as the country's economic stability, government policies, and investment in the gaming industry. With a strong economy and supportive policies, Turkey has become a major player in the global eSports market. Additionally, the rising popularity of eSports and digital advertising has attracted significant investments from both domestic and international companies, further driving the growth of the market. However, challenges such as regulatory restrictions and limited funding for eSports development may hinder the market's growth potential.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Sponsorship & Advertising market, which comprises revenues of teams and organizers via sponsorship deals. 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

  • Ad Spending
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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