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Streaming - Turkey

Turkey
  • In Turkey, revenue in the Streaming market is projected to reach US$4.3m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 9.72%, resulting in a projected market volume of US$6.8m by 2029.
  • While most revenue in the global Streaming market is generated China, Turkey's market is poised for significant growth.
  • In the Streaming market withTurkey, the number of users is expected to amount to 12.9m users by 2029.
  • User penetration in Turkey will be 11.4% in 2024 and is expected to hit 14.6% by 2029.
  • The average revenue per user (ARPU) in Turkey is expected to amount to US$0.4.
  • In Turkey, the streaming eSports market is rapidly evolving, driven by increasing youth engagement and a growing appetite for competitive gaming content.

Definition:

Esports Streaming refers to the live broadcasting and on-demand viewing of competitive gaming content across digital platforms, allowing fans to watch their favorite games, tournaments, and players in real-time or at their convenience. This market is driven by platforms like Twitch, YouTube Gaming, and others, where millions of viewers engage with live streams, highlights, and commentary. Esports streaming not only provides entertainment but also offers a platform for advertisers, sponsors, and content creators to reach a global audience. It is a critical component of the esports ecosystem, enhancing fan interaction, expanding the reach of esports events, and generating significant revenue through ad placements, subscriptions, and viewer donations.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through consumer spending and ad spending. Sales channel data shows online revenues. All monetary figures refer to the annual gross revenue.
Key players of the market include companies or teams such as FaZe, Cloud9 or TSM.
For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Live broadcast content
  • Professional gamers
  • Gaming related content

Out-Of-Scope

  • Video-on-Demand
  • Casual Gamers
  • Non-gaming related content
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Esports: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Analyst Opinion

    The eSports market in Turkey is experiencing steady growth, driven by factors like increasing adoption of streaming technologies, growing interest in eSports among consumers, and the convenience of online services. This average growth rate is impacted by the country's booming gaming industry and the rise of professional eSports leagues.

    Customer preferences:
    With the rise of online gaming and eSports in Turkey, there has been a notable increase in demand for streaming platforms and services. This can be attributed to the growing popularity of live streaming among younger generations, who are increasingly looking for entertainment options that cater to their digital lifestyles. Additionally, the trend towards remote work and virtual events has also led to a surge in streaming services, as they offer a convenient and engaging way to consume content and participate in virtual gatherings. As a result, there has been a shift towards more personalized and interactive streaming experiences, with a focus on community building and engagement.

    Trends in the market:
    In Turkey, the eSports market is rapidly expanding, with a growing interest in streaming platforms for competitive gaming. This trend has been driven by the increasing availability of high-speed internet and the rise of popular Turkish eSports teams. As a result, streaming platforms such as Twitch and YouTube Gaming are gaining popularity among Turkish viewers, providing a new avenue for eSports content consumption. This trend is significant for industry stakeholders as it opens up new revenue streams and opportunities for sponsorship and advertising. Furthermore, it allows for a larger reach and engagement with the Turkish audience, potentially leading to increased investment in the local eSports market. However, it also poses a challenge for traditional media, as the younger generation is shifting towards digital platforms for entertainment. Overall, the rise of streaming platforms in the Turkish eSports market presents both opportunities and challenges for industry stakeholders.

    Local special circumstances:
    In Turkey, the Streaming Market within the eSports Market is influenced by the country's strong gaming culture and the government's support for the development of the eSports industry. Additionally, the country's widespread use of social media and high internet penetration rates contribute to the popularity of streaming platforms. Furthermore, Turkey's geographic location as a bridge between Europe and Asia allows for a diverse audience and potential for global viewership. However, strict regulations on online content and advertising may pose challenges for streaming platforms in Turkey.

    Underlying macroeconomic factors:
    The Streaming Market within the eSports Market in Turkey is greatly impacted by macroeconomic factors such as the country's economic health, fiscal policies, and global economic trends. Turkey's rapidly growing economy and its young, tech-savvy population have created a strong demand for eSports streaming services. Moreover, the government's investments in digital infrastructure and favorable regulatory policies have provided a conducive environment for the growth of the eSports streaming market. Additionally, the country's increasing internet penetration rate and smartphone adoption have further fueled the demand for streaming services, making Turkey a promising market for the eSports industry.

    Reach

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the Streaming market, which comprises revenues from live broadcasting gaming content. 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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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    eSports market - statistics & facts

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