Games - Turkey

  • Turkey
  • Revenue in the Games market in Turkey is forecasted to reach US$2,969.00m in 2024.
  • The revenue is projected to demonstrate an annual growth rate (CAGR 2024-2029) of 8.87%, leading to an estimated market volume of US$4,540.00m by 2029.
  • In a global context, the majority of revenue will be generated in China (US$128.90bn in 2024).
  • The Games market in Turkey is expected to have a user base of 25.5m users by 2029.
  • User penetration is anticipated to be 24.9% in 2024 and is forecasted to increase to 28.8% by 2029.
  • The average revenue per user (ARPU) is expected to be US$1,066.00.
  • Turkey's gaming media market shows a surge in mobile gaming platforms, reflecting the country's tech-savvy population and increasing smartphone penetration.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in Turkey has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
Turkish consumers have shown a strong preference for digital gaming platforms, with a growing number of people playing games on smartphones, tablets, and computers. This shift towards digital gaming has been fueled by the increasing availability of high-speed internet connections and the widespread adoption of mobile devices. Additionally, Turkish gamers have shown a preference for multiplayer online games, which allow them to connect and compete with players from around the world. This trend towards online gaming has led to the rise of esports in Turkey, with an increasing number of professional teams and tournaments being organized in the country.

Trends in the market:
One of the key trends in the Turkish Games market is the growing popularity of mobile gaming. The accessibility and convenience of smartphones have made gaming more accessible to a wider audience, leading to an increase in the number of mobile gamers in Turkey. This trend has also been driven by the availability of a wide range of gaming apps and the increasing quality of mobile games. As a result, mobile gaming has become a major revenue driver in the Turkish Games market. Another trend in the Turkish Games market is the rise of virtual reality (VR) gaming. Virtual reality technology has become more affordable and accessible in recent years, leading to an increase in the number of VR gaming experiences available to Turkish consumers. This trend has been further accelerated by the COVID-19 pandemic, as people have been looking for immersive entertainment options while staying at home. The demand for VR gaming is expected to continue growing in the coming years, as more advanced VR technologies are developed and the cost of VR equipment continues to decrease.

Local special circumstances:
One of the key factors driving the growth of the Games market in Turkey is the country's young population. Turkey has a large youth population, with a significant proportion of the population falling within the prime age range for gaming. This demographic factor has contributed to the strong demand for gaming products and services in the country. Another local special circumstance that has contributed to the growth of the Games market in Turkey is the increasing number of game development studios and startups in the country. Turkey has a vibrant and growing game development industry, with a number of successful local game studios gaining international recognition. This has not only led to the creation of high-quality games but has also contributed to the overall growth and development of the Turkish Games market.

Underlying macroeconomic factors:
The strong economic growth in Turkey has provided a favorable environment for the development of the Games market. As the Turkish economy has expanded, consumers have had more disposable income to spend on leisure activities, including gaming. This has led to an increase in consumer spending on gaming products and services. Additionally, the government of Turkey has been supportive of the gaming industry, providing incentives and support for game developers and startups. This has helped to attract investment and talent to the sector, further fueling its growth. In conclusion, the Games market in Turkey has been growing rapidly in recent years, driven by changing customer preferences, local special circumstances, and underlying macroeconomic factors. The shift towards digital gaming, the popularity of mobile and VR gaming, the country's young population, and the support of the government have all contributed to the growth of the Turkish Games market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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
  • Demographics
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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