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Mobile Games - Turkey

Turkey
  • In Turkey, revenue in the Mobile Games market market is projected to reach US$420.80m in 2024.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 0.74%, leading to a projected market volume of US$436.50m by 2029.
  • Within the Mobile Games market market in Turkey, the number of users is anticipated to amount to 24.6m users by 2029.
  • User penetration in Turkey will be 23.8% in 2024 and is expected to increase to 27.8% by 2029.
  • In a global context, the majority of revenue will be generated United States, with a figure of US$34.30bn in 2024.
  • The average revenue per user (ARPU) in Turkey's Mobile Games market market is projected to be US$20.50 in 2024.
  • Turkey's mobile gaming market is experiencing significant growth, driven by increasing smartphone penetration and a young, tech-savvy population eager for innovative gaming experiences.

Definition:

The mobile games market encompasses the development, distribution, and consumption of video games specifically designed for mobile devices such as smartphones and tablets. These games are typically available for download through mobile app stores and often feature a wide range of genres, including casual, puzzle, strategy, and action games, catering to diverse audiences globally.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through purchases and in-app purchases. Key players in the market are companies, such as Tencent Holdings Limited, Activision Blizzard, and Supercell.

In-Scope

  • Gaming-applications for smart devices such as smartphones and tablets
  • Paid app-downloads (single purchases) such as Minecraft
  • Freemium games that are free to download, but allow in-app-purchases such as Candy Crush Saga and Subway Surfers

Out-Of-Scope

  • Physical video games for mobile consoles/handhelds
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 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.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

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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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