Online Games - Turkey

  • Turkey
  • Turkey's Online Games market market is forecasted to generate revenue of US$148.10m in 2024.
  • The market is anticipated to experience a CAGR of 6.75% between 2024 and 2029, leading to a market volume of US$205.30m by 2029.
  • By 2029, the number of users in the Online Games market market in Turkey is expected to reach 6.6m users.
  • User penetration is projected to be 6.9% in 2024 and is forecasted to increase to 7.5% by 2029.
  • When compared globally, in China is expected to generate the highest revenue in the Online Games market market, reaching US$6,532.00m in 2024.
  • The average revenue per user (ARPU) in Turkey's Online Games market market is estimated to be US$24.87 in 2024.
  • Turkey's online gaming market is booming, driven by a young population's increasing digital engagement and demand for interactive entertainment.

Key regions: France, South Korea, Europe, India, Asia

 
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Analyst Opinion

The Online Games market in Turkey has been experiencing significant growth in recent years, driven by several key factors.

Customer preferences:
One of the main reasons for the development of the Online Games market in Turkey is the changing preferences of customers. Turkish consumers are increasingly turning to online gaming as a form of entertainment, with many seeking immersive and interactive experiences. Online games offer a wide range of genres and gameplay options, catering to different interests and preferences. Additionally, the convenience of playing games online, anytime and anywhere, has made it a popular choice among Turkish gamers.

Trends in the market:
There are several notable trends in the Online Games market in Turkey. Firstly, there has been a rise in the popularity of mobile gaming. With the increasing penetration of smartphones and affordable data plans, more Turkish gamers are accessing online games through their mobile devices. This trend has also been fueled by the availability of a wide variety of mobile games, ranging from casual puzzles to high-quality multiplayer experiences. Another trend is the growth of eSports in Turkey. eSports refers to competitive video gaming, where professional players compete against each other in organized tournaments. The popularity of eSports has been on the rise globally, and Turkey is no exception. The country has seen a surge in eSports events, with a growing number of players and spectators. This trend has not only boosted the Online Games market but also created opportunities for related industries such as streaming platforms and gaming accessories.

Local special circumstances:
Turkey has a young population, with a high percentage of tech-savvy individuals. This demographic factor has contributed to the growth of the Online Games market, as younger generations are more likely to engage in gaming activities. Additionally, the Turkish government has been supportive of the gaming industry, providing incentives and infrastructure for game developers and publishers. This favorable environment has attracted both local and international companies to invest in the Turkish market.

Underlying macroeconomic factors:
The development of the Online Games market in Turkey is also influenced by underlying macroeconomic factors. The country has experienced steady economic growth in recent years, resulting in an increase in disposable income. As a result, more Turkish consumers have the financial means to purchase gaming devices and invest in online games. Furthermore, the growing middle class in Turkey has created a larger consumer base for the Online Games market, driving demand and fueling market growth. In conclusion, the Online Games market in Turkey is developing rapidly, driven by changing customer preferences, trends such as mobile gaming and eSports, local special circumstances such as a young population and government support, and underlying macroeconomic factors such as economic growth and an expanding middle class. As these factors continue to shape the market, it is expected that the Online Games industry in Turkey will continue to thrive in the coming years.

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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