Mobile Games - Turkey

  • Turkey
  • Revenue in Turkey's Mobile Games market market is forecasted to reach US$356.10m in 2024.
  • Revenue is set to demonstrate an annual growth rate (CAGR 2024-2029) of 7.06%, leading to an estimated market volume of US$500.80m by 2029.
  • The number of users in Turkey's Mobile Games market market is projected to reach 24.6m users by 2029.
  • User penetration is anticipated to be 23.8% in 2024 and is projected to increase to 27.8% by 2029.
  • When compared globally, in China is expected to generate the highest revenue (US$34,660.00m in 2024) in the Mobile Games market market.
  • The average revenue per user (ARPU) in Turkey's Mobile Games market market is estimated to be US$17.35 in 2024.
  • Turkey's mobile games market is booming, driven by a young population's increasing demand for interactive entertainment on digital platforms.

Key regions: Japan, Germany, South Korea, China, Asia

 
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Analyst Opinion

The Mobile Games market in Turkey has experienced significant growth in recent years, driven by customer preferences for convenient and accessible gaming options.

Customer preferences:
Turkish consumers have shown a strong preference for mobile gaming due to its convenience and accessibility. With the increasing availability of smartphones and affordable data plans, more people have access to mobile games than ever before. Additionally, the younger demographic in Turkey has embraced mobile gaming as a popular form of entertainment, with many preferring to play games on their smartphones rather than on traditional gaming consoles or PCs.

Trends in the market:
One major trend in the Turkish mobile games market is the rise of multiplayer and social gaming. Turkish gamers enjoy connecting with friends and other players through mobile games, and developers have responded by creating games that encourage social interaction and competition. This trend has been further fueled by the widespread use of social media platforms in Turkey, which provide a convenient way for gamers to connect and share their gaming experiences. Another trend in the market is the increasing popularity of in-app purchases and freemium models. Turkish gamers are willing to spend money on virtual items and enhancements within games, which has led to the growth of the mobile gaming industry in terms of revenue. Developers have capitalized on this trend by offering a wide range of in-app purchases and premium features, enticing players to spend more on their favorite games.

Local special circumstances:
Turkey has a large and growing population, which provides a significant market for mobile games. The country also has a high smartphone penetration rate, with a large portion of the population owning a smartphone. This widespread adoption of smartphones has created a favorable environment for the growth of the mobile games market in Turkey.

Underlying macroeconomic factors:
The Turkish economy has been growing steadily in recent years, which has contributed to the increased disposable income of consumers. As a result, more people are able to afford smartphones and data plans, leading to a larger potential customer base for mobile games. Additionally, the government has implemented initiatives to support the growth of the technology sector, including the mobile games industry. These initiatives have included tax incentives and funding opportunities for startups, which have helped to stimulate innovation and growth in the market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

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
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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