Esports - Turkey

  • Turkey
  • In Turkey, revenue in the Esports market is projected to reach US$12.5m in 2024.
  • This revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.72%, leading to a projected market volume of US$17.3m by 2029.
  • The largest market within this market in Turkey is Streaming, which is expected to have a market volume of US$4.3m in 2024.
  • While most revenue globally is generated the United States, in Turkey is also seeing significant growth in the Esports market sector.
  • The number of users in the Esports market in Turkey is expected to reach 13.3m users by 2029.
  • User penetration in Turkey will be 11.7% in 2024 and is projected to rise to 15.0% by 2029.
  • Moreover, the average revenue per user (ARPU) in Turkey is expected to amount to US$1.24.
  • Turkey's burgeoning esports scene is increasingly attracting international investments, reflecting a growing youth interest in competitive gaming and digital entertainment.

Key regions: China, United States, Asia, Germany, France

 
Market
 
Region
 
Region comparison
 
Currency
 

Analyst Opinion

The eSports market in Turkey is experiencing subdued growth due to several factors such as limited sponsorships, lack of media rights deals, and low consumer awareness. However, the market is expected to grow in the coming years with the increasing popularity of online gaming and rising demand for merchandise and tickets. Despite challenges, the convenience of streaming and online betting services is driving growth in the market.

Customer preferences:
With the rise of digitalization and increased access to technology, the eSports market in Turkey is witnessing a shift towards online gaming and virtual competition. This trend is driven by the growing preference for convenience and accessibility among consumers, especially the younger demographic who are more tech-savvy. Additionally, the rise of social media and online streaming platforms has also contributed to the popularity of eSports in Turkey, as it allows for wider reach and engagement with audiences. This shift towards digital platforms is expected to continue as the country's internet infrastructure and gaming culture continue to evolve.

Trends in the market:
In Turkey, the eSports market is experiencing a surge in live streaming platforms, with popular gaming influencers and professional players attracting a large audience. This trend is significant as it allows for greater engagement and monetization opportunities for both players and brands. Additionally, there is a growing interest in mobile eSports, with more tournaments and events being held on mobile devices. This trend has potential implications for industry stakeholders, as it opens up new avenues for revenue and audience reach. Furthermore, the rise of eSports academies and training programs signifies a growing professionalization of the industry, providing opportunities for talent development and investment.

Local special circumstances:
In Turkey, the eSports market is gaining momentum due to the country's high internet and smartphone penetration rates, as well as its young and tech-savvy population. Additionally, the government's support for the development of the gaming industry and the rise of local eSports events and tournaments have contributed to the market's growth. Furthermore, Turkey's strategic location between Europe and Asia makes it an attractive market for international eSports companies looking to expand into new regions. This unique combination of factors has led to a thriving eSports market in Turkey, with a strong potential for further growth in the future.

Underlying macroeconomic factors:
The eSports market in Turkey is heavily influenced by macroeconomic factors such as technological advancements, government policies, and investment in digital infrastructure. Countries with favorable regulatory environments and strong investment in eSports infrastructure are experiencing faster market growth compared to regions with regulatory challenges and limited funding for eSports. Additionally, the growing popularity of eSports among younger demographics and the increasing accessibility of high-speed internet are driving the demand for eSports in Turkey. Furthermore, the economic stability and consumer spending power of the country also play a significant role in the growth of the eSports market in Turkey. As the economy continues to grow and consumer spending increases, the eSports market is expected to see even more significant growth in the coming years.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Esports market, which comprises revenues from and users of professional competitive gaming content. This includes any professional and semiprofessional gaming competitions within tournaments or leagues that offer a championship title or prize money. 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
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
Please wait

Contact

Get in touch with us. We are happy to help.
Statista Locations
Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (United States)

Mon - Fri, 9am - 6pm (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asia)

Mon - Fri, 9am - 5pm (SGT)

Contact Ayana Mizuno
Ayana Mizuno
Junior Business Development Manager– Contact (Asia)

Mon - Fri, 10:00am - 6:00pm (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Mon - Fri, 9:30am - 5pm (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Latin America)

Mon - Fri, 9am - 6pm (EST)