Games Live Streaming - Turkey

  • Turkey
  • Revenue in the Games Live Streaming market market in Turkey is forecasted to reach US$143.20m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.11%, leading to a projected market volume of US$192.60m by 2029.
  • Within the Games Live Streaming market market in Turkey, the number of users is expected to reach 13.3m users by 2029.
  • User penetration is set to be 11.4% in 2024 and is projected to increase to 15.1% by 2029.
  • When compared globally, the highest revenue is estimated to be generated in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Turkey is forecasted to be US$14.55 in 2024.
  • Turkey's growing interest in Games Live Streaming is driving a surge in viewership and engagement within the country's media market.

Key regions: Japan, China, Europe, France, Germany

 
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Analyst Opinion

The Games Live Streaming market in Turkey is experiencing significant growth due to the increasing popularity of online gaming and the growing number of internet users in the country.

Customer preferences:
In Turkey, there is a strong demand for Games Live Streaming platforms, as more and more gamers are looking for opportunities to connect with other players and showcase their skills. The convenience and accessibility of live streaming platforms allow gamers to interact with their audience in real-time, creating a more engaging and immersive gaming experience. Additionally, the younger generation in Turkey is highly tech-savvy and prefers digital forms of entertainment, making Games Live Streaming an attractive option for them.

Trends in the market:
One of the key trends in the Games Live Streaming market in Turkey is the rise of local streaming platforms. While global platforms like Twitch and YouTube Gaming are popular worldwide, Turkish gamers are increasingly gravitating towards platforms that cater specifically to their local needs and preferences. These local platforms provide content in Turkish, feature local gaming influencers, and offer a more tailored experience for Turkish gamers. Another trend in the market is the increasing integration of e-sports tournaments and live streaming platforms. E-sports has gained significant popularity in Turkey, with numerous tournaments being organized across the country. Live streaming platforms provide a convenient way for gamers and fans to watch these tournaments in real-time, further fueling the growth of the Games Live Streaming market.

Local special circumstances:
Turkey has a large and growing youth population, which is a key demographic for the Games Live Streaming market. This younger generation is highly active on social media and is more likely to engage with live streaming platforms. Additionally, the government in Turkey has been supportive of the gaming industry, recognizing its potential for economic growth. This support has created a favorable environment for the development of the Games Live Streaming market.

Underlying macroeconomic factors:
The increasing internet penetration rate in Turkey is a major driver for the growth of the Games Live Streaming market. As more people gain access to high-speed internet, the demand for online gaming and live streaming platforms is expected to rise. Additionally, the growing smartphone penetration rate in the country has made it easier for gamers to access live streaming platforms on the go. In conclusion, the Games Live Streaming market in Turkey is witnessing significant growth due to the increasing popularity of online gaming, the preferences of the younger generation, the rise of local streaming platforms, and the support from the government. With the continued expansion of internet infrastructure and the rising interest in e-sports, the market is expected to further thrive in the coming years.

Methodology

Data coverage:

Figures are based on company revenues, consumer spending, consumer spending on platforms, advertising spending, annual reports and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for the market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, video gaming revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Overview

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