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Games Live Streaming - Turkey

Turkey
  • In Turkey, revenue in the Games Live Streaming market market is projected to reach US$143.20m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 6.10%, resulting in a projected market volume of US$192.60m by 2029.
  • By 2029, the number of users in Turkey's Games Live Streaming market market is expected to amount to 13.3m users.
  • User penetration in Turkey will be 11.4% in 2024 and is anticipated to increase to 15.0% by 2029.
  • In a global context, most revenue in the Games Live Streaming market market will be generated China, with figures reaching US$2.58bn in 2024.
  • The average revenue per user (ARPU) in Turkey's Games Live Streaming market market is projected to amount to US$14.55 in 2024.
  • In Turkey, the Games Live Streaming market is experiencing rapid growth, fueled by increasing mobile internet accessibility and a surge in youth engagement with digital entertainment.

Definition:

Games live streaming refers to the practice of broadcasting video gameplay and commentary in real-time to an online audience. The market for games live streaming encompasses a wide range of platforms, services, and products, including streaming platforms.

Additional Notes:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through advertising and consumer spending on subscriptions and gifts. Market numbers for Esports live streaming are also featured in the Esports market. Key players in the market are live streaming platforms, such as Twitch, Youtube Gaming or Facebook Gaming. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Live streaming advertising, such as ads on Twitch
  • Consumer spending on platforms, such as subscriptions or donations to streamers on e.g. Twitch
  • Sponsorships for special status of streamers, such as being a Twitch partnered streamer
  • Live streaming of non-related gaming content, such as In Real Life content on Twitch, e.g. cooking

Out-Of-Scope

  • Live streaming TV content, such as television streams
  • Any form of live streams not provided on gaming streaming platforms (Twitch, YouTube Gaming, Facebook Gaming, etc.), such as Instagram or TikTok live streams
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis

Study Details

    Revenue

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

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Aug 2024

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

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    Games: market data & analysis - BackgroundGames: market data & analysis - Cover

    Key Market Indicators

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

    Most recent update: Sep 2024

    Source: Statista Market Insights

    Explore more high-quality data on related topic

    Live streaming - statistics & facts

    Live video content is no longer a novelty. In the entertainment industry, the popularity of live streaming as a format has been linked to the gaming world. Almost thirty percent of internet users worldwide watched live streaming content weekly in the last quarter of 2023. Breaking news and sports were the most popular categories of livestream videos among U.S. audiences as of March 2024.
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